There are no planned deployments / restarts for week #10.
SL Viewer
The HTTP / Vivox RC viewer updated to version 4.0.2.311980 on Friday March 4th. This release sees the CURL updated to 7.47.0, together with 10 further fixes and updates over the previous release, included HTTP fixes and fixes with issues within the viewer such as avatar bake fails, viewer crashes, notifications problems, and music stream failures.
The current Maintenance RC viewer updated on Wednesday, March 2nd to version 4.0.2.311770.
As noted in my last Project Bento update, the Bento project viewer updated to version 5.0.0.311861, also on Wednesday, March 2nd, and includes a new version of the Bento skeleton with additional bone sets and other revisions.
Aditi Inventory Syncing
Coyot Linden as he once looked (I need to update my images of him!)
As reported by Coyot Linden at the Simulator User Group meeting on Tuesday, March 8th, the new process for syncing users’ Aditi (Beta grid) inventories with their Agni (main grid) inventories is in the final stages of QA testing, and should be deployed either later this week or early in week #11.
I’ve covered on this subject a number of times since it was first noted as being in the works in December 2015, but in short.
Once in place, the new process will not require users to change their SL passwords in order to trigger their Agni inventory being copied over to Aditi. Instead, anyone logging-in to Aditi will automatically have their inventory copied from Agni to Aditi a part of a new process (run at about 06:00 SLT each day)
This will happen each time a persona logs in to Aditi, unless their inventory is already flagged for copying.
Instead of overwriting a person’s existing Aditi inventory, the incoming Agni inventory will be merged with their existing Aditi inventory – so items unique to a user’s Aditi inventory will no longer be lost as a result of their Agni inventory overwriting the Aditi inventory
In addition:
The process will not duplicate items previously copied to Aditi from Agni; however, if an item is renamed or moved to another inventory folder on Agni, it will be copied to Aditi
If an item is deleted from inventory on Aditi, but exists in inventory on Agni, it will be copied to Aditi the next time the process runs for that user
Inventory and folder links will also be copied from Agni to Aditi
Trash and the Current Outfits folder will be excluded from the copy process (the latter to prevent avatars on Aditi ending up wearing multiple outfits).
Other Items
PaleoQuest Banning Issues
PaleoQuest, the Lab’s dino-related quest game which features Experience Keys and which opened in July 2015, has always had some fairly strict rules on what is and isn’t allowed. However, these rules appear to have been recently updated, with the result that a number of users have found themselves banned (or in receipt of a ban warning) where no infringements have taken place (see here, here, and here for examples).
One major cause of recent bans seems to be that the game is confusing HUDs worn by a user when trying to enter the game (or even in the middle of playing the game), with an attempt to wear a “fraudulent” game HUD, resulting in the wearer gaining an immediate ban, together with the following notice:
YOU ARE WEARING AN OBJECT THAT IS TRYING, WITHOUT SUCCESS, TO PASS ITSELF OFF AS A GENUINE PALEOQUEST HUD. THIS BEHAVIOUR IS ASSOCIATED WITH FRAUDULENT ATTEMPTS TO OBTAIN REWARDS IN THE GAME AND IS NOT TOLERATED. YOU HAVE BEEN BANNED FROM PALEOQUEST.
The problem with the bans has been further exacerbated by some who have raised support tickets having their bans reversed with a note that the system will be adjusted, while others appear to have had their tickets summarily closed.
As a result of this, and other issues encountered with the ban system during what is effectively “normal” game play, a bug report as been raised (BUG-11533). Should you find yourself banned from the game or in receipt of ban warnings whilst engaged in “legal” game play, you might want to add the specifics of your situation to the JIRA, and don’t forget to append information about your viewer / system from Help > About (+ viewer logs, if you have them).
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.
HTTP updates and Vivox RC viewer updated to version 4.0.2.311980 on March 4th – combines the Project Azumarill RC and Vivox Voice RC updates into a single viewer (download and release notes)
Maintenance RC viewer version updated to 4.0.2.311770 on March 2 – 38 updates, fixes and tweaks for memory leaks (download and release notes)
Project viewers:
Project Bento (avatar skeleton extensions) updated to version 5.0.0.311861 on March 2 – an updated set of bones for the Bento skeleton. The skeleton changes are (download and release notes)
Nicky Perian announced the release of Kokua 4.0.1.37934 on Tuesday, March 1st 2016.
The update sees Kokua gain parity with the latest release version of the viewer from Linden Lab (version 4.0.1.310054 (Maintenance release) at the time of writing), and also with the February 26th release of RLV version 2.9.16 from Marine Kelley.
Not that if you are currently still using a test version of the viewer, the automatic update feature will not function. A separate download and install is required.
CEF Updates
This release incorporates the Chromium Embedded Framework (CEF) updates for media from the Lab, as well as the assorted crash and bug fixes from the Maintenance release. Also included for CEF are a series of contributed updates for Linux, coming by way of Drakeo and including work by Nicky Dasmijn of Firestorm and Henri Beauchamp of CoolVL. Commenting on this, Nicky points out:
Drakeo’s development focus is media and providing Slackware viewer packages. Upstream CEF frequently issues security updates and Drakeo puts those into his own Slackware packaged viewers and contributes updates to Kokua. These security updates from CEF come more often than the Kokua release cycle, however, our Test viewers can be used to maintain a level of currency. Please remember that Linux viewers are Alpha and that is even more the case now that we no longer have the benefit of Linden Lab’s Quality Assurance run through of new features added to Linux viewers. We do our best to provide stable Linux viewers, but with the vast number of Linux distributions problems will occur that may not have timely solutions.
Inventory Updates
Transferable Items Filter
Kokua 4.0.1 includes a new Transferable Items Only inventory search filter. When active, this will limit the main inventory display to transfer enabled items only.
To prevent possible confusion / worry about inventory loss, the option does not persist between log-in sessions when enabled.
The new Transferable Items Only filter will display only those items which are transfer enabled in your inventory
OpenSim Exportable Parameter
Kokua 4.0.1 adds an Exportable parameter to the Item Profile floater for OpenSim grids, allowing content creators to easily mark items they build as being exportable to other grids. The option is not displayed by the floater when logged-in to Second Life.
The OpenSim only Exportable parameter
Do Not Let Me Fly
A new option added to Preferences > Kokua and to the Commands menu is Do Not Let Me Fly. As the name suggests, when checked, it prevents your avatar from flying even where flying is enabled. The option is specifically intended for use in combat zones where flying within the region may still be enabled, to prevent any risk of accidentally flying (such as when jumping an obstacle) and interrupting the combat flow.
The Do Not Let Me Fly option will prevent you avatar for accidentally flying whilst still allowing Page Up to be used for jumping
Under the Hood
In addition to the above, the release includes numerous under the hood improvements and updates, all of which are listed in the downloadable change log for those interested.
The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, March 3rd at 13:00 SLT on Aditi. For details on each meeting and the location, please refer to the Bento User Group wiki page.
Note that this update does not present the discussion in chronological order; items discussed have, wherever possible and without compromising the discussion itself, have been grouped together to try to present a complete discussion of the topics raised in turn.
New Project Viewer and Bento Skeleton
A new version of the Bento project viewer has been released. Version 5.0.0.311861, dated March 2nd, 2016, includes the updated Bento skeleton, which the Lab hopes will be the final version. In particular this adds further new bones:
Four new spine joints: two between mPelvis and mTorso, and two between mTorso and mChest. By default these bones are folded up inside the current spine and will not affect the appearance of the avatar, but like other bones they can be repositioned in uploaded meshes, or animated according to need
New face bone root: rather than adding extra neck bones, the Lab have added an extra face bone root, which could be used as an extra neck bone if desired
Three new centre face bones along the mid-line of the face, two on the lips and one on the forehead
Two new joints for ears, allowing for floppy or otherwise more flexible ears
An additional pair of limbs, each with 3 joints apiece, and a new root bone to which they are connected. These are named “Hind” limbs, but using the root bone, the can be relocated to be used elsewhere – such as an extra pair of arms
One new bone for each wing to allow a simple fan as would be used in a bat-type wing.
Removal of two wing root bones: these were originally included as a workaround for the lack of joint translations. As this is now possible, only a single wing root bone is actually required
Various bone position changes.
As some of the existing bones have been removed or changed position, this does mean that content made using the original Bento skeleton will need to be updated in order to display as intended. Aditi servers have been updated with the new skeleton.
Vir discusses the new bones and the removal of some bones
The ability to add new spine bones is a direct result of the Lab being able to fix the two issues referred to in my last Bento update, the first of which would crash the Bento viewer if additional spine joints were added, while the second was that new spine bones would break the rendering of the default avatar.
In order for this to work, the new bones have an odd positioning / ordering within the skeleton, so they seem to “zig-zag” (spine 1 is located in chest, spine 2 in the pelvis, then comes the torso, etc). The reason for this was to allow all the original skeleton joints exactly where they had always been located, and to avoid the creation of any zero length bones, with the internal matrix maths (as well as some other programmes) doesn’t particularly like, as Vir explained which discussing the new spine bones.
Vir expands on the new spine bones and ordering
There may be some issues which are causing Blender to incorrectly display the new spine bone positions and orientation. One suggestion for those encountering similar issues is to visualise the bones by setting them to the polyhedral models where it is wider on one end than the other (I’m unfamiliar with blender, so not sure of the precise term for the visualisation) to make it easier to see the orientation of the bones, although this may not work.
Aki Shichiroji, who has experienced the problems, has indicated she’d talk a little more with the Avastar team about things. Certainly, Vir believes working with them is going to require a delicate touch when working with the spine bones in the likes of Maya and Blender, due to the risk of coincident bones.
Next Steps
The Lab intends to freeze the skeleton soon, and those wishing to test it are advised to do so over the next few days. Currently, the easiest way to obtain the latest version of the skeleton is directly from the new version of the project viewer (link above), although hopefully the wiki links, etc., will be updated soon.
There is liable to be one more update to the project viewer once the skeleton is frozen, after which the Lab will be turning attention to the avatar.LAD file, the other major configuration file for the skeleton, and finalising changes and corrections to the shape sliders and potentially adding some new attachment points which can leverage the revised skeleton.
The biggest issue as far as progress the project to initial deployment on the main grid is concerned, is bug fixing. There are still some significant problems yet to be resolved, which are dependent upon understanding the route cause of the problem and having the staff available to investigate them / resolve them:
Issues with the extra joints, such as the default avatar pose issue (see below)
The general avatar deformation issue seen within the Bento viewer (see here and here for further notes).
There are also a number of more general bugs to be corrected as well.
Overview of the next steps in the project from the Lab’s perspective
Default Avatar Pose Issue
foreleg crossing: issue may be deeper than thought
There has been further investigation into the default avatar pose issue which can see quadruped avatars unnaturally crossing or folding their forelegs when shifting between animations (for background see here, here, and here).
It had been thought that the issue was due to the way that scripted animation override systems (e.g. the ZHAO and ZHAO 2) overlay the default server-side avatar poses, occasionally allowing these server-side animation to start playing when shifting between poses as a result of a message timing issue between server and viewer. The suggested solution was therefore thought to be to encourage creators to write AO for their Bento avatars which would utilise the llSetAnimationOverride capability introduced in 2013, which overwrites the server-side defaults with the animations of the creator’s choosing, thus preventing the “wrong” animation starting to be played.
However, more recent testing suggests that the issue can still occur when using llSetAnimationOverride.
A problem here has been that the JIRA specifying the issue and providing information on various tests, etc., carried out to date by the Lab has, not been publicly viewable (for valid reasons), making it hard for other outside the Lab attempting to investigate the problem to understand what has happened to date and report their own findings back to the Lab. Arrangements are now being made to clone the JIRA and make is public to eliminate this problem.
Other Items
Removing Mesh Upload and Display Restrictions
Second Life has always had a number of upload and display restrictions wherein creators were required to include certain joint positions whether or not they were in fact using them (the uploader wouldn’t check to verify whether the positions were actually used, just that they are listed). There were some checks which insisted that if the positions of some of these bones were changed, they all had to be changed.
This obviously limited the number of meshes rigged to bones from different creators that an avatar could wear, because there would inevitably be conflicts between the listed joints in each mesh. The checks themselves date back to when the Lab used a different method for tracking joint positions, and they don’t make a lot of sense today, and so work is in hand to remove them, and should be completed with the next release of the project viewer.
The upshot of this is that once done and available, avatars will be able to wear meshes from different creators, providing the mesh items only list the joints they actually use. This would allow, for example, this will allow someone to wear a centaur avatar from one creator and add a set of wings from another creator without the risk that the meshes would conflict because they list the same “required” joint positions. However, for this to work, it does mean that creators will need to ensure they list only the joints they require in order to offer some degree of “interoperability” between meshes.
Vir discusses the removal of the upload and display restrictions
Using Bones to Animate Hair and Clothes
One benefit from being able to rig and list only the bones which are being used, is that it potentially opens the door to creators being about to use some of the additional bones to animate things like hair and dresses.
For example, as bipedal, humanoid avatars are unlikely to require the tail bones or the “hind” limb bones, these could potentially be used to naturally animate a mesh gown (particularly one with a long train) or long dresses. Similarly, the additional ear bones might be used to animate mesh hair.
Cathy Foil points-out the potential for clothing and hair makers as a result of the removal of the restrictions
Scripted Methods for Bone Positions
BUG-11407 is a feature request to provide scripted control of bone positions, allowing to an LSL command to pass an array of bone positions to the client to animate oneself, or, with permission granted, to animate another user.
Commenting on this at the meeting, Vir indicated that while such an approach is “interesting”, but due to the scope of things, has been considered to big an undertaking for the Bento project, and would likely have to be considered as a project in its own right. Rider Linden further suggested raising the idea for discussion at the Simulator User Group meeting.
Casablanca: Rick’s Café Américain – “Of all the gin joints, in all the towns, in all the world, she walks into mine.” – blog post
Server Deployments
The Main (SLS) channel was updated on Tuesday, March 1st, with the server maintenance package deployed to the three RC channel is week #8. This comprises a server crash fix and “minor internal improvements.”
The server deployment thread lists any RC deployments for the week as “TBD”. however, speaking at the Simulator User Group meeting on Tuesday, March 1st, Simon Linden indicated it is unlikely there will be any RC deployment until week #10 (week commencing Monday, March 7th 2016). These will apparently have an update that addresses a means by which a simulator can be intentionally crashed.
SL Viewer
Currently, the official viewer from LL remain unchanged from the end of last week:
Current Release version: 4.0.1.310054, January 15 – formerly the Maintenance RC viewer download page, release notes
Release candidate viewers:
Maintenance RC viewer version 4.0.2.311655, dated February 26th
HTTP updates and Vivox RC viewer version 4.0.2.311302, dated February 22nd
Quick Graphics RC viewer version 4.0.2.311103, dated February 17th
Project viewers:
Project Bento (avatar skeleton extensions) version 5.0.0.310099, dated January 20th
Oculus Rift project viewer version 3.7.18.295296, dated October 13th, 2015
Obsolete platform viewer version 3.7.28.300847 dated May 8th, 2015.
OpenSSL Update
As noted in my last TPVD meeting notes, the Lab were awaiting an update to OpenSSL. This has now been released and there is minimal impact for SL. This therefore should require any fast-tracked update to the viewer.
Grid-wide Experiences
The simulator user group meeting saw a general discussion about allowing broader access to the Experience Keys database (the KVP) without land owners necessarily having to grant permission to specific Experiences.
The idea here is that there are applications which rely on persistent data or utilise grid-wide data exchange (e.g. a teleport network, a vending system network, etc.), and applications which require script settings survive the script reset. Currently, the way to achieve this is to use external data stores (see BUG-11499 for one example).
Some feel that if there were a way to dissociate the KVP database from things like avatar influences, then it could be used for such applications, removing the need for external data stores and the rick of those data stores vanishing / not being available. However, this is not something the Lab is particularly keen on, for a number of reasons. For example, it could result in their servers storing a lot of data and carrying a lot of database quires and updates, something that might not scale terribly well with volumes and associated storage space cost. Nor would it necessarily safeguard the data any better (if the Experience owner downgrades to Basic or ceases paying their Premium subscription, the data will be lost).
During the discussion Oz indicated that the Lab has no plans to make grid wide experiences available any time soon, due to concerns about how “certain internal features” would scale.
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.
Maintenance RC viewer version updated to 4.0.2.311655 on February 26 – 38 updates, fixes and tweaks for memory leaks (download and release notes)
HTTP updates and Vivox RC viewer updated to version 4.0.2.311302 on February 22 – combines the Project Azumarill RC and Vivox Voice RC updates into a single viewer (download and release notes)