Please refer to the deployment notice for the week for latest updates and news.
The Main (SLS) channel was restarted on Tuesday, August 1st, but there was no deployment to the channel, which remains on server maintenance package #17.07.11.327548.
This update includes a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
On Wednesday, August 2nd, all three RC channels should be updated with the same new server maintenance package (#17.07.27.327933) comprising internal fixes.
Following the recent issues with deployments, there may be a blog post from the Operations team in the future, once the post-mortem has been completed. However, any such post is unlikely to appear in week #31 due to the core Second Life team all attending a planning meeting to determine potential future potential projects for the platform, etc.
SL Viewer
The Maintenance updated on Friday, July 28th to version 5.0.7.327940. This was superseded on Monday, July 31st by a new update, version 5.0.7.327958.
Otherwise, all other viewers in the LL pipelines remain as:
Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview
Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.
Reminder
There is no Simulator User Group meeting on Tuesday, August 1st or Content Creator’s User Group on Thursday, August 3rd. I’m not sure if the SBUG meeting on Aditi on Thursday, August 3rd will be taking place, as I’ve been unable to attend those meetings for the last couple of months or so.
As noted above, the reason for the lack of in-world meetings is the SL planning session that’s taking place throughout the week.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, July 30th
This summary is published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Official LL Viewers
Current Release version 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview – download and release notes – No change
The majority of the notes in this update are taken from the TPV Developer meeting held on Friday, July 28th 2017. The video of that meeting is embedded at the end of this update, my thanks as always to North for recording and providing it. Timestamps in the text below will open the video in a separate window at the relevant point for those wishing to listen to the discussions.
Server Deployments Week #30 – Recap
Please refer to the deployment notice for the week for latest updates and news.
Main (SLS) Channel
There was no deployment / re-start of the Main (SLS) channel on Tuesday, July 25th, the Main (SLS), which remains on server maintenance package #17.07.11.327548. This update included a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
RC Channels
The deployment to the RC channels did not go as planned, after it was discovered the release had a creeping crash bug that could not be reproduced on Aditi, but would be a bad experience for all regions on the RCs. A roll-back was therefore performed, leaving all three RCs on the same server maintenance package as the Main (SLS) channel (#17.07.11.327548).
SL Viewer
[0:10-3:33] The Maintenance RC viewer updated to version 5.0.7.327940 on Friday, July 28th. This update includes two crash fixes, and an update for a pull request fix, which Oz has asked third-party viewers to include as soon as possible. Essentially, some of the very low-level code in the log-in process has a very aggressive approach to retries if it encounters log in delays, and this needs rectifying.
This only became apparent when a main network cable in the Lab’s data centre was severed (by a backhoe!). This shifted log-in attempts to an alternative network connection where the combination of high user numbers and this aggressive retry loop in the code resulted in what was essentially a denial of service attack which overwhelmed the log-in servers. Given the depth of the code in the viewer, it is believed it is present in the vast majority (if not all) viewers. This also means the Maintenance viewer will get promoted relatively soon.
[3:59-5:16] The Alex Ivy 64-bit viewer still has an elevated crash rate and the Lab is making changes to obtain better data on the crashes. The 32-bit version of the viewer in particular is suffering “really high” crash rates.
The remaining viewers in the pipelines remain unchanged:
Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview – download and release notes
Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.
Web Property, Attachments and ToS Issues
[5:48-7:01] Some users have been experiencing some or all of the following issues during the week:
Inability to access various LL web properties (e.g. their own dashboard, the JIRA system, etc). As of the TPV Developer meeting, all web services were believed to be back up and running, although the Lab weren’t sure as a to the cause of the issues.
Attachment failures – either on attach or with scripts. These are still being investigated, and a definitive cause has not yet been found.
The Terms of Service update, which officially comes into force on Monday, July 31st but which currently requires acceptance by users, has been causing log-in issues for some. Again, the cause isn’t as yet known.
Other Items
Parcel Sounds
[7:55-13:12] There is a discussion on parcel sounds (from objects and avatars). In short: parcel sounds can be restricted from within a parcel going out, but not for sounds from other parcels coming in. As parcel privacy is two-way, this has caused some confusion for some users. The Lab is hesitant to change the scope of the setting (e.g. make it apply to both sounds leaving and entering a parcel), they are possibly amenable to changing the setting to sounds are restricted to parcels by default, or receiving a code contribution / feature request to separately stop sounds entering a parcel.
Sansar Public Beta
[17:58-18:50] During the meeting, Oz Linden indicated that the Sansar public Creator Beta will be launching on Monday, July 31st / during the week commencing Monday, July 31st.
However, during the week of July 24th through 28th, the Lab hosted a series of meetings involving staff, those of us fortunate enough to be in Sansar and creators and bloggers from Second Life who have not been a part of the Creator Preview in which it was indicated the company wasn’t ready to provide a date for the public Beta, other than it being “soon”.
We’ll obviously find out what is happening on Monday, but either way, I’ll have at least one article on Sansar and Second Life coming out quite soon which will delve into the meat of the meetings – so to speak!
Lab’s Second Life Development Summit
[18:00-18:42] Week 31 (commencing Monday, July 31st) marks the next Second Life summit in which Lab staff directly involved in running and maintaining SL (developer, product team, operations, etc), get together to plan out the next several months of work and projects for the platform.
In Brief
[19:51-20:36] Further Estate Tool Improvements: the work to improve the Region / Estate floater in the viewer to make it easier to manage ban lists, etc., is still in-hand at the Lab, it’s just been delayed due to other work being carried out / completed.
[21:26-22:57] Premium “Goodies”: Grumpity Linden indicated there are some “awesome goodies” in the pipeline for Premium members, which sparked a lot of text-based suggestions.
[22:57-25:46] Group notices being dropped: there are issues around group notices being received by users in certain groups. The Lab has made adjustments to handling the UDP packets which handle group notices to try to improve things, but the issue of dropped notices is hard to reproduce, and therefore hard to diagnose and fix.
[26:51] Place Pages: have been updated to include events.
The following notes are taken from the Content Creation User Group meeting, held on Thursday, July 27th, 2017 at 13:00 SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.
Medhue Simoni live steamed the meeting to You Tube, and his video is embedded at the end of this article. These notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so the provided time stamps may appear to be out of sequence in places. All time stamps are provided as links which will open the video in a separate browser tab, allowing the discussion to be heard in full.
Note: Due to the monthly internal meeting at LL and Vir’s time on vacation, there will only be two CCUG meetings in August: Thursday, August 10th and Thursday, August 31st. Details will be posted on the wiki page.
Bakes On Mesh
Project Summary
Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves server-side changes, including updating the baking service to support 1024×1024 textures. This may lead to a reduction in the complexity of mesh avatar bodies and heads.
Recent Progress
[1:31-2:01] The project is reaching a point where internal testing at the Lab can begin, allowing the impact of the text increase to be assessed. If this proves successful, the work will start the march towards more general visibility (e.g. availability of a project viewer, probable Aditi testing, etc).
Animated Objects
Project Summary
The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation.
At this point in time, this is not about adding fully functional, avatar-like non-player characters (NPCs) to Second Life
Animated objects will not (initially):
Have an avatar shape associated with them
Make use of an avatar-like inventory (although individual parts can contain their own inventory such as animations and scripts)
Make use of the server-side locomotion graph for walking, etc., and so will not use an AO
Use the avatar baking service
Be adjustable using the avatar shape sliders
The project may be extended in the future.
It will involve both back-end and viewer-side changes, likely to encompass new LSL commands to trigger and stop animations (held in the object’s contents)
It will most likely include a new flag added to an existing rigged object type in order for the object to be given its own skeleton.
Recent Progress
[2:04-2:20] The focus has remained on getting wire frames and right-click selections to work correctly ((e.g. when you right-click on a mesh, the object stops moving, the correct menu is displayed and the mesh is shown as a selected wire frame). Testing region crossings with animated objects has also started.
[2:21-3:26 and 4:19-4:47] Sitting avatars to animated objects: this has been part of a wider discussion on attaching avatars to animated objects and vice-versa. Vir’s view is that there is no restriction on avatars sitting on animated objects, however, the catch is that the sit point isn’t going to be animated – if it is, and as there is no relationship between the animated object’s skeletal locomotion and the avatar’s locomotion, the two will get out of sync. One suggestion for dealing with this is BUG-100864 “A means of visually rigging a sitter to an animesh skeleton bone”, and Vir indicated that the Lab is thinking along those lines, but it’s unlikely to be in the initial project viewer, when that appears.
[3:33-3:57] Animated objects as avatar attachments: unless there is an unforeseen issue, Vir is hopeful this will be possible. However, it is still awaiting work.
[5:19-5:57] Physics for animated objects: should work the same way as for non-animated objects, although this has yet to be tested.
[7:10-8:43] Scaling animated objects: this will not initially be possible using the avatar shape sliders, as animated objects will not initially have any notion of the avatar shape. However, it will likely be possible as a result of follow-on updates to the initial work.
What Vir is hoping to achieve is a method for reliably scaling an object’s skeleton based on the object’s own scale. That is: you could have three different sizes of an object (baby bear, mama bear and papa bear, say), and the skeleton will scale to whichever model is applied to it, rather than having the mesh default to the size of the skeleton (as is currently the case), which is currently defined by the joint positions.
[8:48-12:33] Shapes and Skeletons: the reason for no body shape support at present is that it makes animated mesh a much more extensive project, requiring the objects have a Current Outfit Folder, which requires them to have a dedicated, avatar-style inventory, make use of the baking service, and so on. All of this makes for a far more complicated, drawn-out project where the Lab would prefer to develop capabilities incrementally, starting with the provision of the avatar skeleton and then building from there.
This is seen as preferable to trying to incorporate everything people want to see – or believe is required – at a first pass, driving out development over a much longer period and risk developing a feature set the wider creative community in SL doesn’t want. Developing incrementally means features can be built upon and the project as a whole iterated, with deliverables presented in much shorter time frames.
[13:49-15:10] Land impact: this remains a concern for several reasons (too high, and it could stymie the use of animated objects, too low and it could thump performance for the viewer / simulator). Right now, the Lab has no clear idea of how LI will be calculated for animated objects, and Vir re-states that any LI values provided in the project viewer will be place holders which will be refined as testing and creator feedback gives more information on what the calculations should be.
[16:45-18:04] LI and scaling: concern was raised that if an animated object does not affect the bounding box, but could be scaled via animation, it could lead to the LI being game. Vir pointed out that scaling via animation is something of a hack, and for scaling with animated mesh, he is referring to the scale of the skeleton being determined by the scale of the model (which would effectively be a “static” scale), rather than having something dynamic. As such, the bounding box should reflect the object size and thus correctly influence LI calculations.
[20:14-24:41] Rigging to attachment Points: rigging to attachment points is being seen by some as the ideal means of animating attachments (e.g. twirling a gun in your hand), due to accuracy involved. Vir’s view is that problems people have encountered in uploading items rigged to attachment points is more of a bug with the LL viewer, and so the behaviour will be allowed (with the possible exception of the newer Bento bones attachment points); there is. however the concern that the ability might lead to attachment points being used as additional free-floating bones.
[37:50-39:36] Animated objects in games: could they be used for interactive elements in games, such as walls which bend when walked into, items which might interact with one another / players, traps which could physically react to an avatar (something wrapping around an avatar, for example). Short answer: yes and no. Yes, these are various interactions that are possible: trees swaying in the breeze, animals and other creature roaming and responding to avatars. No, in that animated objects will not initially have their own physics, so wrapping around an avatar, being used as some kind of clothing, etc.
[39:39-41:58] Will there be limits places on the number of animated objects in a region: there will be limits, but what these will be cannot really be determined until testing can be performed and the Lab can get better metrics on likely performance impacts animated objects have. This could also feed into how the limits are set (e.g. through the LI applied to animated objects, or limiting the number of animated objects which can be attached to an avatar or which can follow an avatar, etc), all of which might be used individually or in some combination(s) depending on the objects in question. Impact viewer-side could also be limited by having attached animated objects impact the avatar’s rendering cost.
[42:00-42:21] Imposters are also likely to be extended to apply to animated objects, although work hasn’t started on this a yet.
Other Items
[0:44-1:21] Bento wiki information: It was mentioned in a previous meeting that some of the Bento wiki content was broken – links weren’t working expected downloads weren’t available. This should now all be fixed.
[25:04-36:15] Development kits for the default mesh avatars: In short, nothing planned on the Lab’s part at present, although due note was taken that there could be potential for such kits and the provision of better starter content for new users to help them in their understanding of what might be possible in SL with content creation.
The idea behind the initial question being to help give those new to mesh content creation the means to better understand what can / cannot be done with mesh in-world, get to grips with some basics of mesh development and modelling. This quickly expanded into discussions on “good” and “bad” content, broadening the availability of of content guides / best practices through to more formalised attempts at education those coming into mesh content creation An argument against this is that it could lead to misunderstands and the creation of poor content in SL, with the suggestion that more extensive best practices guidelines would be better.
[43:20-49:29] Why can’t animators replace default facial expressions in the same way they can replace walk animations? Because AOs affecting walks, sits, etc., all interact with the server-side locomotion graph which has a notion / manages these things. Facial expressions, etc., are not recognised by the locomotion graph, but are enacted viewer-side and the results effectively “passed through” the simulator (which is aware an animation – smile, frown, whatever – is being played, just not what the animation is actually doing). There is the potential to change this by extending the animation system, but outside of supplemental animation, there is no current commitment to doing this at present.
This discussion extends out into a discussion of the system avatar morph capability and sliders / limitations, which runs through until 53:11.
[54:13-1:03:00] Adjustable walk / run speeds: the ability to adjust / scale walk and run speeds to be in accordance with the size of an avatar, etc., has been a common request (see: feature requests BUG-7006 and SVC-7824 for example). Vir points out that currently, the speeds are set simulator-side and that adjusting them of any on-the-fly changes could be problematic as it involves an array of simulator and viewer changes. As such, scripted capabilities which adjust the viewer-side animation speeds might be an easier solution (Tapple Gao already supplies an AO for avatar creators which allows for some degree of speed control in their products, but something that is more generally usable is seen as ideal).
On Tuesday, July 25th, I received an e-mail from Nicky Perian, lead developer for the Kokua viewer. Sent to the Kokua Dev mailing list, the notice was also later posted to the Kokua website.
In short, Nicky will, in October – and for very good reason – be stepping back from a direct, hands-on leadership role in maintaining Kokua, and he is hoping that those in the community who are able to support viewer development will step forward to fill the void and take responsibility for helping to ensure the viewer continues into the future.
The notice – which I’m sure Nicky will have no problems in seeing reproduced here reads in full:
Hello all,
This coming October I will turn 75 years old. I intend to have minimal (consulting only) involvement with Kokua after that. Hopefully, someone will take over the project or it will fade away.
Between now and then I intend to cut some routine building and updating. The first cut will be the RLV build of Kokua OpenSim followed by RLV build of Kokua Second Life then NoRLV build of Kokua OpenSim.
That will leave The NoRLV build of Kokua Second Life version.
I want to thank all who have contributed to Kokua including other third-party viewer project developers and those that work for Linden Lab.
I will try to complete the Alex Ivy integration. Kokua Project Alex Ivy Windows versions can be built and tested now.
Nicky has worked tirelessly to develop and maintain Kokua, and other, the viewer has been one of the first v5 style viewers to update with features and code from Linden Lab, as well as maintaining strong support and parity with Marine Kelley’s RLV. While Kokua hasn’t been my primary viewer, I have always found it to be stable, reliable and straightforward to test as updates have been released. As such, I’d like to thank Nicky for all of his work in keeping the viewer and the project going.
Should anyone fancy taking on the work with Kokua, individually or as a team, as well as following the links to the repositories as Nicky has provided, do please contact him and discuss opportunities and intentions with him so that if more than one person does step forward, you can all be put in proper contact with one another.
I’ll of course continue to cover the updates Nicky is planning, and will cover any future updates and releases of the viewer and the project hopefully rolls into the future.
Please refer to the deployment notice for the week for latest updates and news.
There was no deployment / re-start of the Main (SLS) channel on Tuesday, July 25th, the Main (SLS), which remains on server maintenance package #17.07.11.327548.
This update includes a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
On Wednesday, July 26th all three RC channels should be updated with the same new server maintenance package (#17.07.20.327788) comprising internal fixes.
SL Viewer
The Alex Ivy 64-bit viewer updated on Friday, July 21st to version 5.1.0.507412. Otherwise, all other viewers in the LL pipelines remain as:
Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview
Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.
In Brief
Snapshots to feed issues are believed to be a server issue, but currently no clear if they are being worked on
The Lab feels that overall feedback from the avatar rendering cost updates (“Jelly Dolls”) has been positive from users.
There will be no Simulator User Group Meeting on Tuesday, August 1st, 2017.