Viewer release summary 2012: week 23

This is a weekly summary of changes to all SL Viewers / clients of which I’m aware and which are in popular use across the grid / listed in the TPVD. Detailed links to said Viewers / clients can be found in my Viewer Round-up Page. The links supplied in this summary are either to change logs or to reviews within this blog.

An interesting week which saw the Libretto text client updated for the first time in a year with the roll-out of version 0.17. Dolphin issued a new version, but graphics issues have meant that downloads have been rolled back to last week’s release until fixed. LL’s Pathfinding Project Viewer received an update as the roll-out of pathfinding draws closer, while Lumiya joined the “usual suspects” with a further weekly release, this one incorporating inventory controls.

Updates for week ending: 10 June, 2012

  • SL Viewer updates:
    • Beta version: 3.3.3.258769, June 4th (release notes)
    • Development: rolled to 3.3.4.259223, June 9th
    • Pathfinding: 3.3.2.256513, June 6th
  • Dolphin Viewer rolled to version 3.3.9.24419 – June 14th (release notes)
    • 3.3.9 graphics issue fixed.
  • Exodus has introduced nightly builds ahead of the next release
  • Niran’s Viewer rolled to 1.41 on the 11th June (release notes)
  • Zen Viewer released version 3.3.4.1 June 10th (release notes)
  • Cool VL Viewer rolled to 1.26.4.17 on June 9th, (change log)
  • Lumiya rolled out version 2.0.4 on June 10th (release notes)
  • Libretto rolled to version 0.17 on June 10th (release notes)

Related Links

Advanced user experience tools griefing update

Oskar Linden has provided an update / post-mortem on the recent bout of griefing that took place across the grid as a result of person or persons unknown abusing the advanced user experience code that was released onto the Magnum Release Channel two weeks ago.

The problem hit on Monday 4th June when the advanced teleport functions released to Magnum were used to teleport individuals or groups around the grid, with some people reporting they were teleported to the likes of The Cornfield, while others found themselves unexpectedly picked up and dropped into stores or meetings.

Linden Lab reacted rapidly to the issue, determining a fix for the exploit on the afternoon of the 4th (SLT) and deployed across the entire grid in a rolling restart that affected the main channel and all release channels.

The key points relating to the issue remain:

  • The exploit came about due to a permissions restriction within the advanced tools not working as anticipated
  • To prevent further misuse of the code, the advanced tools were also removed from the Magnum RC channel
  • Both the code and the associated test plans have been revised and are being run through LL’s QA process to better ensure the situation of the 4th June is unlikely to be repeated when the code is rolled-out once more
  • Coyot Linden estimates that the advanced experience tools project has been delayed by around 2-3 weeks as a result of these events
  • LL are at this point in time unclear as to when the tools are likely to be rolled back out onto a Release Channel; the slot assigned to the tools on the Magnum RC has now been taken by other security issues in preparation for their roll-out to the grid.

One immediate outcome of the griefing situation is that the teleport capability has been revised so that when someone is teleported, the function will tell them the name of the owner of the object that teleported them (thus allowing any potential abuser of the system to be reported to LL via an Abuse Report).

With thanks to Nalates Urriah.

Exodus Viewer team seek photographers and machinimists

As well as working on the next release of Exodus and rolling out a series of nightly builds, the Exodus team are also staging an exhibit at this year’s SL9B celebrations – and they need help from their users!

In asking for my help in putting out the call for assistance, Geenz Spad explained the situation thus, “Basically, we’re setting up a  Made in Exodus exhibit for photographers and machinimists where they’ll have a chance to show people what they’ve got.”

Exodus at SL9B

The team is looking for three things from photographers:

  • Samples of their work, preferably taken using Exodus’ HDR features
  • A statement on why they use Exodus and how its features benefit them in their work
  • A logo for their establishment (if appropriate).

For machinimatographers, the team needs:

  • A URL to the video (shot using Exodus) they’d like showcased
  • A statement on why they use Exodus for their work, and how its features benefit them when filming
  • A logo for their establishment (if appropriate).

Submissions containing the required information should be made to Geenz Spad, either in-world via IM or notecard, or via e-mail to: geenz-at-exodusviewer.com.

Genie out of the bottle: advanced tools capability used for griefing

Update 11th June: Oskar Linden has provided further feedback on this situation. 

Update June 6th: Oskar Linden has confirmed that the Advanced Creation Tools capabilities that were rolled-out to the Magnum RC channel will remain disabled until at least next week, although no firm decision has been on re-enabling them.

Update June 5th 11:30 UTC: The rolling restarts completed at 03:39 UTC. At present, no further updates have been given on the forum post relating to the restarts, but this may change later during the course of today. Oskar Linden has reiterated that due to this rolling restart, there will be no main channel deploy today and that details on Wednesday’s RC deploys are still TBA. My apologies for late timing of this update; a small matter of real life prevented me putting my nose in front of the keyboard any sooner!

Last week saw elements of the new Second Life Advanced Creator Tools rolled-out to the Magnum channel. As I reported at the time, the tools were issued without the new permissions system, but with safeguards that (it was hoped) would prevent misuse.

Today, however, a party or parties unknown started to use teleport functions of the new tools outside of the Magnum Release Channel as a means of griefing. People first became aware of the issue as individuals and groups started finding themselves randomly teleported around the grid, which sparked speculation on Twitter. Later, messages started circulating in-world among groups, outlining issues, such as this one, sent out to the NCI Citizens Helper Group (with thanks to Raylene Gothly)

Ok to everyone, there is something seems grid wide, we do not know if its a bad code in certain sims or if someone has found a way to teleport grief. But its happening all over, so I’m not sure. however I’d like to let everyone know we are aware of this. Suddenly you are just teleported away, best to log off and relog to get out of it, as it seems to continue to teleport you, I was teleported 3 times when I relogged… Dont be frightened it just seems to be a mess up.

The only regions unaffected by the griefing tool appear to have been those on the Magnum RC (where the new teleport functionality has safeguards) and those sims that had script capabilities disabled. Messages were thus circulated to land holders to disable scripting in their regions to avoid the issue, at least until Linden Lab responded to the situation.

Linden Lab themselves commenced efforts to stop the problem with emergency rolling restarts across the grid, announced via a Grid status update and a forum post:

To solve a security issue with the Experience Tools that were deployed to Magnum last week we are doing an emergency simulator rolling restart deploy. This has already begun.

Regions on the following channels will be restarted with the fixed code:

Main Channel
BlueSteel
LeTigre

Magnum will not be restarted because the issue is not possible in Magnum regions. We will have no rolling restart Tuesday morning. The Wednesday morning RC channels will roll at the usual time.

We apologize for any inconvenience and appreciate your understanding.

I’ll update here when further information is available.

Viewer release summary 2012: week 22

This is a weekly summary of changes to all SL Viewers / clients of which I’m aware and which are in popular use across the grid / listed in the TPVD. Detailed links to said Viewers / clients can be found in my Viewer Round-up Page. The links supplied in this summary are either to change logs or to reviews within this blog.

A number of updates last week, including the SL Official Release, Dolphin, Restrained Love, and Lumiya, as well as from the “usual suspects”: Niran’s, Zen and Cool VL.

Updates for week ending: 3 June, 2012

  • SL Viewer updates:
    • Release version: rolled to 3.3.2.258114 on May 29th, which includes the Local Textures option
    • Development: rolled to 3.3.4.258391 on May 30th
  • Dolphin Viewer rolled to version 3.3.8.23798 – May 30th (release notes)
  • Exodus has introduced nightly builds ahead of the next release
  • Niran’s Viewer rolled to 1.39 on the 29th May (release notes)
  • Restrained Love rolled to 2.8.3.2.(3.3.4.23490) on June 3rd (release notes)
  • Zen Viewer released version 3.3.3.7 May 30th (release notes)
  • Cool VL Viewer rolled to 1.26.4.16 on June 1st, (change log here)
  • Lumiya rolled out version 2.0.3 on May 29th (release notes)

Related Links

Local Textures now part of the SL Viewer

Version 3.3.2.258114 of the official SL Viewer, released on May 29th, sees Local Textures officially reach the mainstream official Viewer. Previously, the option has only been available in Beta and Development releases of the Viewer.

Contributed by Vaalith Jinn, and an extension of his popular Bitmap Browser found in many  TPVs, Local Textures allows users to temporarily apply textures from their computer’s hard drive to their in-world objects, including the ability to apply skin and clothing textures to avatars. Such textures are not physically uploaded to the SL servers, but are accessed locally; as such, they only remain “active” for your current SL session, after which they must again be selected once more. In this, they are functionally similar to the Temporary Textures capabilities found in TPVs – but with some important differences.

I’ve covered Local Textures in detail already, and refer you to that post for an in-depth look at using the capability when building. However, it’s worth highlighting the key points here for reference:

  • Local Textures works both with applying textures to prims and to applying skins and clothes to avatars – so clothing / skin designers can test their work using the official Viewer in the same way as they can using Temporary Textures on popular TPVs
  • If you use a local graphics editor to make changes to a texture that has been applied within SL using Local Textures, any changes you save in the editor will be immediately applied to the texture in-world
  • Local Textures does not physically upload anything to the SL servers – this means that the results of anything you apply can only be seen in your own world view; anyone else will see an untextured surface in their Viewer; thus the option cannot be used to test textures in collaborative build projects
  • Local Textures does not “break” Temporary Textures in TPVs, and TPVs currently are not prevented from offering the Temporary Texture upload capability; as such, both options may be offered by TPVs (as is currently the case with the Dolphin Viewer
  • As noted in my previous article on Local Textures (linked to above), enhancements to SL may eventually break Temporary Textures at some point in the future, but this is currently far from clear.

Local Textures and Skins / Clothing

As I didn’t cover using Local Textures with clothing and skins in the previous article, here’s a brief summary:

  • Select Edit Appearance by right-clicking on your avatar or going to ME -> APPEARANCE.
  • Click on the cog button at the bottom of the floater.
    • For skin tests, select NEW BODY PART -> NEW SHAPE
    • For clothes, select NEW CLOTHES-> the require clothing item / layer
  • The desired editor will open.
  • Click on the texture box (for skins, click on the required body textures selection box).
  • The Texture Picker is displayed – click on the Local  radio button, and use ADD to local, select, apply the texture.
Selecting test skins using Local Textures

Again, the ability to make changes on-the-fly to applied textures and seeing the results immediately in-world, offers a powerful and unique capability to Local Textures that should assist creators and builders.

Related Links