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 Viewer Round-up 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
By its nature, this summary will always be in arrears
The Viewer Round-up Page is updated as soon as I’m aware of any releases / changes to viewers & clients, and should be referred to for more up-to-date information
The Viewer Round-up Page also 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.
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 Viewer Round-up 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
By its nature, this summary will always be in arrears
The Viewer Round-up Page is updated as soon as I’m aware of any releases / changes to viewers & clients, and should be referred to for more up-to-date information
The Viewer Round-up Page also 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.
CtrlAltStudio Alpha version for Oculus Rift updated on December 18th to version 1.1.7.34400 – core updates: ability to turn your avatar when seated & wearing the Rift by turning your head; Rift prediction delta default value changed from 20ms to 35ms to improve typical perceived latency; fix for mouselook not being able to turn more than +/-180° (release notes)
Dave Rowe (Strachan Ofarrel in SL) has released an update to his experimental version of the CtrlAltStudio viewer with support for Oculus Rift (Windows only).
CtrlAltStudio version 1.1.7.34400, released on Wednesday December 18th, allows the user to turn their avatar with a simple turn of the head when seated and using Riftlook.
The capability has been developed in conjunction with Tom Willans at the Serious Games Institute of Coventry University, here in the UK, and the release notes for the new version, together with the blog post announcing the release, describe the function thus:
There are two ways to use this option:
Setting the slider to 0° makes the turning happen all the time. This enables you to look at something then if you continue looking at it, your view will gradually rotate so that the object lies straight ahead and you can thus walk towards it.
Setting the slider to a value such as 45° makes turning start after you look left or right 45° or more. Turning then continues until you look straight ahead again. Depending on the value you set and how flexible your neck is, the effect can be like a gesture that initiates turning.
The new capability can be found in the Oculus Rift section of Preferences > Graphics > Display Output.
The new option to turn your avatar when seated and using the Oculus Rift headset
Strachan has invited those who have a headset to try the capability and to let him have their feedback. So if you do, please drop him a line on his blog.
This release also brings with it:
A change of the Rift prediction delta default value from 20ms to 35ms to improve typical perceived latency.
A fix mouselook not being able to turn more than +/-180°.
If you have been using previous versions of the 1.1 Alpha release of CtrlAltStudio, you should be able to install 1.1.7.34400 directly over it. However, if you have been using the 1.0 release (stereoscopic) version, a clean install is recommended.
Andrew Linden, in his last appearance at a User Group meeting – indeed, in possibly his last public appearance prior to his departure from Linden Lab – gave further information on the uniform scaling functions for objects and linksets he’s been working on.
In particular, he described a third function – llScaleByFactor(float) – which sits alongside the two previously reported upon in part 3 of my week 50 report. So taken together, all three functions are:
integer llScaleByFactor(float factor): uniformly scale a linkset by the specified factor (e.g. 2.0 to double the scale). Returns TRUE if successful, FALSE otherwise
float llGetMaxScaleFactor(), float llGetMinScaleFactor(): return the maximum / minimum scale factors that will work in llScaleByFactor due to limits in place by prim scale and linkability distance restrictions
llScaleByFactor(float) returns TRUE if the scale change succeeded.
The new functions do not require any viewer-side update, and have already been added to the server-side LSL syntax file, although they will not actually be deployed to the main grid in an RC release until 2014. In the meantime, those wishing to test the functions can do so on Aditi in the following regions: Balance, Boardman, Borrowdale, Hawkshead and Mayfair.
SL Viewer Updates
The Google Breakpad release candidate viewer won an exception to the code freeze which came into force on Monday December 16th, reappearing in the release candidate viewer channel as version 3.6.13.284710.
The build, dated December 13th, 2013, was allowed a free pass and added to the Alternate Viewer wiki page on Monday 16th December as it contains no actual functional changes to the viewer. Rather, it contains an update to Google Breakpad and restructures the crash reporting mechanism to support out of process crash reporting. The changes are intended to give LL’s development team more call stacks from crashes more frequently in order to improve the triaging and debugging of crash-related issues.
Group Bans List
Obligatory Baker Linden shot 🙂
Baker Linden provided an update on his group ban list work. As per my week 46 report, he is going with the approach whereby granting a role within a group the ability to ban people from the group will automatically give that role both the “Eject Ban Members” AND “Remove Roles from Members” abilities as well. However, it will not be possible to remove either the “eject” and “remove” capabilities from a role using the “ban” ability without first disabling the “ban” ability.
He’s also added server code that will automatically eject a member, as long as the ejector has both the “eject” and “remove roles” abilities.
This means someone with both abilities no longer has to manually remove all the roles assigned to a group member prior to ejecting them, making the ejection process a lot more streamlined.Or at least, that’s the idea once implemented; right now the code has a small “oopsie” in it, as Baker explained, “Of course, in its current state, it will eject regardless of the two roles… which I’m working on fixing now 🙂 Somewhere down the line I did something wrong…”
There’s no timescale as to when the group ban work will appear. From Baker’s comments, it would seem as though the initial QA testing has now finished, allowing him to focus more on the viewer-side updates. Expect to see the results in a project or release candidate viewer before we’re too far into 2014.
Other Items
Disappearing Dwarfins and More
Judy Chestnut and Dante Spectre of Dwarfins fame attended the Simulator User Group meeting on Tuesday December 17th to report a worrying issue which has been affecting Dwarfins, as well as other breedable creations, which sees them suddenly vanishing from regions. Of those that vanish, some of which turn-out in the user’s Lost and Found folder, others reappear elsewhere in the region and others vanish completely.
Reporting the issue, Spectre indicated that his observed tests revealed that of those breedables which vanish, around 10% turn up in his Lost and Found folder, around 10% turn up somewhere else on the region, and the rest simply disappear, never to be seen again. Interestingly, those that are returned to Lost and Found do not appear to generate the notification normally seen following an object return.
Dwarfins (and apparently other breedables) have recently been inexplicably vanishing from regions
The problems seem to have started around two weeks ago, immediately following the server deployments, although whether the issue is linked to a specific update is unclear, and neither Simon nor Andrew could see anything within the deployments which could explain the issue.
In terms of Dwarfins, the problem has been witnessed on regions running on both the Main (SLS) channel and on the Magnum RC. Regions affected include Dwarfins Rock, Rossavik, Hidden Sanctuary, Hawthorn Estate, and Bull Island, among others.
Andrew Linden has suggested that Dwarfins Rock is cloned on Aditi, where the behaviour of the region can be monitored closely. Should Dwarfins vanish from it, the Lab will then be in a better position to dig-in to data gathered from the region and hopefully determine what may be going on.
In the meantime, if you have noticed similar behaviour with any breedables of your own, consider raising a bug report.
LSL Materials Functions
There have recently been renewed calls for materials processing to gain additional scripted support so, as an example, normal and specular maps could be animated independently to one another / the diffuse (texture) map on an object. In fact, requests for such capabilities have been raised periodically since materials was first announced.
While the capability has not been officially ruled out, it is not at all clear when it might appear – if indeed it will. Commenting on the subject at the Content Creation User Group meeting on Monday December 15th, Nyx Linden said, “Scripted materials would be more difficult than you would think.” To which Oz Linden added, “There are some non-obvious complexities with scripted materials properties. We don’t have that in a plan yet, but we know that people would like it.”
So, for those hoping for scripted control of materials, it would appear to be some way off at the very least.
The Lab’s Fitted Mesh project viewer has been out for a month, and has seen some good feedback from those who have been trying it out.
Already one update to the viewer has been released, correcting a number of problems, and the Lab has been working with content creators and users who have been providing feedback through the FITMESH project reporting on the JIRA.
However, Lab is keen to start progressing the project in the New Year, and so a “last call” for issues has gone out.
“If you’ve been seeing any issues with the current fitted mesh project implementation, or anything that needs to be added/changed, please make sure that the issues are filed by now, or as soon as possible,” Nyx Linden said at the Content Creation User Group meeting on Monday 16th December.
For those who missed the original announcement, Fitted Mesh is a means by which mesh garments are rigged to the collision bones of the avatar skeleton, allowing them the be resized as the avatar’s shape is changed using the Edit Shape sliders. In essence, it is the same approach as has been seen within Second Life and variously referred to as the “RedPoly method” or “Liquid Mesh”.
The technique uses both the existing bones in the SL avatar and an additional set of bones in order to work, and you can read more on it in my original preview article, if you’re not already familiar with the approach.
Oz Linden, also at the meeting, underscored the “last call”, saying, “To emphasise what Nyx said earlier … get your comments and issues in on Fitted Mesh ASAP so that we can do a release candidate after the holiday break.”
Quite when that release candidate will appear is unclear; there is a lot going on at the Lab, and several projects are likely to be vying for room in the release channel (although some will hopefully go to project viewer status first and give the rest some elbow room).
However, if you have been looking at the current Fitted Mesh viewer and wish to have input to the project, now is very much the time to do so. Similarly, if it is something which has been on your “to do” list, now is the time to move it to the top, or risking seeing your chance ot have input to the project, and influence on the Lab, vanish.
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 Viewer Round-up 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
By its nature, this summary will always be in arrears
The Viewer Round-up Page is updated as soon as I’m aware of any releases / changes to viewers & clients, and should be referred to for more up-to-date information
The Viewer Round-up Page also 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.
Updates for the week ending: December 15th, 2013
Official LL Viewers
Current Release version updated on December 10 to 3.6.12.284506 (dated December 4) – formerly the NameUpdater RC (download page, release notes)
“Project Interesting” RC updated on December 12 to version 3.6.13.284757 – more viewer-side control of which objects are loaded in memory at any given time; more aggressive scene caching; faster scene load when visiting a region never previously visited; expanded performance metrics (download and release notes)
Google Breakpad RC updated on December 13 to version 3.6.13.284710 – contains an update to Google Breakpad and restructures the crash reporting mechanism to support out of process crash reporting; no functional changes to the viewer (download and release notes)
Kokua updates on December 12th to version 3.6.12.30743 – core updates: parity with LL 3.11 and 3.12 codebase; tweaks and updates from the Kokua team – release notes
Release notes (all) In general: GPU tables additions, assorted bug fixes and optimisations; Experimental branch: port of further fixes from viewer-interesting and from Fitted Mesh project.