2023 SL viewer release summaries week #50

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, December 17th, 2023

This summary is generally 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.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: version 7.1.1.7039128750, formerly the Maintenance V(ersatility) RC viewer, issued December 1, promoted December 14 – displaying user-customized keybindings in chat – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • glTF PBR Materials Maintenance RC, version 7.1.2.7215179142 issued December 15 – numerous bug fixes and improvements.
    • Maintenance-W RC viewer, version 7.1.2.7213596294, December 18 – bug and crash fixes.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

V1-style

  • Cool VL viewer updated to version 1.32.0.3 (Stable) (PBR) on December 17 – release notes.

Mobile / Other Clients

  • Speedlight updated to version 30 (?) on December 15 – release notes.

Additional TPV Resources

Related Links

Firestorm 6.6.17: Getting back on track

On Wednesday, December 13th, 2023 (SLT), the Firestorm team released version 6.6.17.70368 of their viewer.

It should be noted that this is not a new release of the viewer, but rather a hotfix for issues found with the client-side animation overrider which caused the withdrawal of the Firestorm 6.6.16 release (November 29th) – see here for more. In addition, the release includes a number of additional updates and fixes.

Table of Contents

Given this, the following is not a complete review of the 6.6.17 update, but focuses on the changes within it which were not a part of 6.6.16, together with the important lead-in notes – for a complete list of major and minor updates and credits for those responsible, please refer to the Firestorm 6.6.17 release notes.

Therefore, if you did not update to Firestorm 6.6.16, please release to my overview of that release as well as reading the notes below.

General Notes

Installation

  • Only download Firestorm from the Firestorm website. Do not utilise and other third-party site purporting to offer the Firestorm viewer, and remember Firestorm will never ask for log-in credentials in order to download a release version of their viewer.
  • There is no need to perform a clean install with this release if you do not wish to.
  • Do, however, make sure you back-up all your settings safely so you can restore them after installing 6.6.17.

Version Blocking

As per the Firestorm’s teams standard practice of only supporting 3 active versions of the viewer at any time, note that version 6.6.3 will be blocked from accessing Second Life three weeks from the date of version 6.6.17’s release, as will version 6.6.16.

Important Additional Notes

End of 32-Bit Windows Support
  • Linden Lab has recently moved their automated viewer build process to Github Actions (GHA) – see here for more. This will allow Firestorm to produce more timely updates, more in line with LL’s major updates.
  • However, as the Lab’s new build process does not include the third-party libraries required to build a 32-bit Windows version of the viewer, and Firestorm is not in a position to continue to directly maintain those libraries, Firestorm 6.6.17 will be the last version of Firestorm to provide a 32-bit Windows version.
PBR Materials Support
A Note on Inventory Updates
  • Both Firestorm 6.6.16 and Firestorm 6.6.17 include numerous Inventory updates. some of these see changes in inventory service communications with the viewer, designed to correct a long-standing bug wherein some deleted items became orphaned from the inventory folders and thus invisible.
  • However, with the fix these “orphaned” items may now be randomly restored to your Lost and Found folder – which may require checking and clearing as a result.
  • This issue is waiting a fix from Linden Lab – see BUG-234508.

Core Updates in Firestorm 6.6.17

Animation Overrider

Following the release of Firestorm 6.6.16, it was found that the viewer’s client-side Animation Overrider was suffering issues which were affecting a large numbers of users, prompting that version to be withdrawn. Specific fixes to address these problems in this release are:

  • FIRE-33414 – “Built-in AO destroyed after installing the Firestorm 6.6.16 (70339) Nov 23 2023 19:40:32 (64bit / SSE2)”.
  • FIRE-33300 – “FS AO doesn’t load animations on login”.

Inventory

  • FIRE-33322 – “Inventory window randomly jumps to the top”.
  • FIRE-33337 – “[BUG-234770] [SL-20682] Misbehaving Folders – can’t rename.
  • Inventory Preview Images:
    • Inventory Thumbnail Images should not be displayed uniformly.
    • An option has been added to disable inventory thumbnail preview images (see: FIRE-33356).
    • A further option has been added to control the delay before showing the inventory thumbnail preview images (see: FIRE-33285).
New Preferences option for Inventory Preview Images
  • The issue of Inventory folder names failing to correct update after a rename should now be fixed (see: FIRE-33337 “[BUG-234770] [SL-20682] Misbehaving Folders – can’t rename”.
  • The issue of tooltips always showing in inventory even though not needed, has been addressed. They should now only show for inventory items with a thumbnail or if it exceeds the width of the window.

Log-in Hang Fix

Firestorm could hang at log-in. The issue was triggered by having the statistics window open from a previous session, causing a cascade of problems, resulting in the viewer hanging.

2023 SL SUG meetings week #50 summary

Subcutan Art Gallery: Japanese Garden (lower area) blog post

The following notes were taken from the Tuesday, December 12th Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • Tuesday, December 12th: the SLS Main channel was re-started without any simulator updates being deployed.
  • Wednesday, December 13th: the “Fall Colours” maintenance update should be expanded across all RC channels. This update includes llRezObjectWithParams, llIsFriend, but will not include the game controller updates.

Viewer Updates

On Tuesday, December 12th, the glTF PBR Materials Maintenance RC, version 7.1.1.7173980941, was issued. Among the updates / fixes included are:

  • Fix: BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Fix: BUG-234632 “[PBR] – Regression – Lossless compression normal map upload via GLTF asset is broken”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Improvement: “SL-20611 Haze has no effect on local lights”.
  • Update: 17 new Materials available via the Library.
  • Please refer to the release notes for the full list of fixes / updates / known issues for this release.

Other viewers in the pipe remain as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1.
    • Maintenance X RC, version 6.6.17.6935636398, issued November 21 – usability improvements.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

Game Controllers

From Leviathan Linden:

I’m trying to provide an updated viewer that allows for keyboard support: send game_control data even if you don’t have a game controller. I hope to have something available for download today, but just got the Mac version to build but it is missing some UI and I don’t know why yet.
What would be new in that game_control viewer are two things:
  1. The ability to map most avatar movement controls (e.g. push_forward, strafe_left, etc) that have keyboard bindings… to game_control axes and/or buttons.
  2. [A] small change where I negate the axis by default on the X-components of the joysticks on your controller. This to make it so that LEFT is in the positive direction [so] if you’ve already negated that channel in test scripts then you will need to remove your own negation.
What is NOT in the new viewer:
    • Remapping of controller inputs
    • Arbitrary keyboard mappings to game_control inputs — you can map the “Actions” of avatar movement/control that already have keyboard mappings… to game_control inputs.
    • Detection of odd game controller hardward — I still have a Thrustmaster HOTUS controller on order but it hasn’t arrived yet. I blame X-mas package traffic jams.

Combat Simulation

  • Rider Linden has published his outline document on improving SL’s combat capabilities, which can be found within the combat systems discussion thread on the forums, and is gaining good feedback on it.
  • This led to a general discussion on requirements / concerns over conflicts in trying to address multiple combat systems, managing Damage (and the potential for a “damage budget” / sliding scale of damage based on weaponry.
  • The new user group for combat systems should be starting up in the new year. For now, please refer to the meeting video for the general discussion, which starts around 18 minutes into the meeting and continues through until the end.

In Brief

  • Rider Linden continues to prove himself cool and hip – this week referencing Carl Reiner’s classic neo-noir mystery comedy film Dead Men Don’t Wear Plaid. At least he didn’t get in T-R-U-B-I-L for doing so.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 SL viewer release summaries week #49

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, December 10th, 2023

This summary is generally 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.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: version 7.0.1.6894459864,the glTF / PBR Materials viewer, issued November 17, promoted November 28 – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance-W RC viewer, version 7.1.1.7088402585, December 5 – bug and crash fixes.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Black Dragon updated to version 5.0.1 (PBR) on December 9 – release notes.

V1-style

  • Cool VL viewer updated to version 1.32.0.1 (Stable) (PBR) on December 9 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2023 week #49: SL CCUG meeting summary: PBR status; Game Controllers

The Middle of Nowhere, November 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, December 7th, 2023.

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden, in accordance with the dates and times given in the the SL Public Calendar, which also includes the location for the meetings.
    • Conducted in a mix of voice and text.
    • Open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript.

Official Viewers Status

The Maintenance X RC viewer (usability improvements) updated to version 7.1.1.7088410646, on December 7.The rest of the official viewer stand as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance-W RC viewer, version 7.1.1.7088402585, December 5 – bug and crash fixes.
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1 – displaying user-customized keybindings in chat.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

General Notes

  • It is unclear which viewer is liable to be promoted (if any) to end-of-year de facto release status. Currently both the Maintenance V RC and the Emoji viewer are seen as possible candidates – although the latter has yet to be updated to Github Actions / merged with the PBR release viewer code base.

PBR Materials

  • Maintenance work on the initial release is well in progress.
  • This work includes updates to environmental haze, per my previous CCUG summary (e.g. making local lights and glow be subject to haze  / fog such that those further away appear dimmer / are blotted by the haze / fog, rather than poking through it; fixing BUG-234235 “[PBR] alpha blend on water is acting a bit like invisiprim” + correcting the fact that Linden Water is currently drawn twice in a rendered scene, when visible).
  • There have been some reported permissions issues with PBR / glTF, and these are being worked on.
  • A fix (courtesy of Ansariel Hiller) for BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release” has also been pulled into the maintenance update.
  • BUG-234728 “[PBR] Masked alpha gradient textures change with viewing angle” has been accepted by the Lab, but is proving difficult to consistently reproduce, slowing the investigation.

PBR Terrain Work

Materials applied to Second Life terrains. Credit: Linden Lab
  • Per past meeting notes, Cosmic Linden is prototyping the application of PBR materials on terrain (see this blog post for more).
  • Important notes with this work:
    • It is not terrain painting. It is the application of PBR materials – terrain painting is described as “something that’s on the radar” at LL.
    • The work does not include support for displacement maps.
    • The work is currently only viewer-side, with no corresponding server-side support, the idea here being to prototype what might be achieved and testing approaches / results.

Current Status

  • With PBR Materials now having shipped, cosmic Linden is turning her attention back to this work.
  • The first order of business she sees is to get a project viewer supporting PBR terrain made available for users to try.
  • Cosmic is also working on refining the PBR swatch / picker in the viewer’s UI.
  • There is an issue with how PBR normal appear when used within terrain which needed to be corrected.

Game Controller Support

Project Summary

  • The work is being led by Leviathan Linden, to provide game controller support at the scripting level (e.g. for handling things like vehicle movement, scripted objects etc.).
  • It is not currently related to matters of avatar locomotion / camera movement, which is covered by the Preferences → Move and View → Other Devices (/Joystick) options, and considered out-of-scope for the work at present.
  • Official documentation on the server-side support can be found on the Game Control page of the SL Wiki. Note this is based on the Simple Direct Media Layer (SDL) library for the button naming conventions, with some additional buttons added by the Lab to provide support for up to 32 buttons, rather than the 21 offered by SDL.
  • At the time of writing, the Gingerbread maintenance branch with the prototype Game_Control feature is available on Aditi (the Beta grid) on the following regions: Aegis Island, Blake Sea – Turnbuckle, Cloud Sandbox 1, Cloud Sandbox 2, Firestorm Aerodrome, Gothlauth, Hona Lee Puff, Jigglypuff, Laefeon, LR151, LR 152, Mauve, Moonberry, Morris, SG2, and Smithereens.
  • The current methodology for the Game_Control event is for whatever button is pressed on a games controller, an overall state is sent to the viewer, comprising:
    • The number of buttons available, presented in bitmask form to any controlling script.
    • A range of six axes in the range -1 to 1, given as floats), which the event then presents to an LSL script, which can then parse them.
    • The Game_Event function then passes this information to a controlling LSL script for parsing.
    • Notes:
      • The above points should not be considered tablets-of-stone, Leviathan is open to taking feedback from vehicle builders, etc., – such as including things like mouse input within the axes data.
      • Event_Control does not include a means for handling force feedback in its current form, but something like this might be added in a future iteration.
  • Note that discussions on the project are also held within the Simulator User Group meetings (summaries here).

Current Status

  • Consideration is being given to the fact that when the data on a games controller is sent to a script, it will have to be sent in sequence – so does this mean the inputs received by the Game_Control event should be given more meaningful names prior to being parsed by an LSL script?
  • Also, what does the LSL script need to know? Is it what button is being pressed or what action is being performed? Three lines of thought emerged in discussions:
    • One for keeping button options as “standardised” as possible, rather than allowing actions to be arbitrarily mapping to buttons (with the result that every creator using the capability will do so differently), possibly backed-up with a “best practices guide”. A concern with this approach was that it would require a degree of proscription (“button x can do  this, this or this” – which do you require?”), which might not meet all use-cases.
    • Allowing for a more arbitrary button / action assignment, sending the button names as bindable options to the viewer, and providing users with a UI element (accessed via an on-screen button) so they can freely map buttons to vehicle / object actions based on personal preference.
    • Something of a half-way house: providing a “standard” set of buttons that can be used by a controller, then providing a scripted means  / UI option to map vehicle / object actions to that set of buttons.
  • A further suggestion was made to have a core “glossary” of typical game controller inputs / actions (e.g. up, down, strafe left, strafe right, etc), but have the ability for script to identify the actions they require in controlling a vehicle / object, and allow the creator (/user, if a UI options for re-binding is provided), to map additional options to buttons /re-map preferences.
  • Discussions around these ideas set to continue.

In Brief

  • Not purely Content Creation related, but a Jira (BUG-234653 – “Feature Request: Invisible / Utility Login”) has been submitted requesting the ability for users to be able to completely hide their on-line status prior to logging-in. This is being considered for implementation.
  • The question of the status of the Puppetry Project was again raised. In short:
    • The overall project remains on “hold” for a variety of reasons (including both complexities and also limitations within SL which require separate addressing).
    • Some of the work originally sitting within the Puppetry banner – such as animation import – is either being considered as a separate project, or being folded into other work – such as glTF scene import (which encompasses items such a node hierarchies which are required for IK systems etc.).
    • This lead to a broader discussion of the potential with glTF (perhaps best left until the project relating to scene import becomes more public) and a history of the Puppetry Project, mush of which is summarised in my Puppetry Project meeting summaries).

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

December 2023 SL Web User Group (WUG) meeting summary

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday December 6th, 2023. They form a summary of the items discussed and is not intended to be a full transcript. A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary – my thanks as always to Pantera for recording it and making it available.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and / or text.
    • At this location.
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Marketplace

Supporting PBR Creations

Sntax Linden opened the meeting to idea as to how LL can support makers of PBR content via the Marketplace. Key feedback included:

  • At least a clear category distinction for PBR-enabled items.
  • More preferably the ability for creator to indicate whether their product is “classic Materials” (or some such – the technical term is “Blinn-Phong”, which is likely a confusing mouthful for most users) or “PBR-enabled”, in the same manner as they can note a product as “100% Mesh” or “Partial Mesh”.
  • Some form of iconography on listing pages to indicate content (e.g. whether it is mesh (or partial mesh) and / or PBR enabled and / or rigged for wearing primary and secondary types; or whether it is “classic Materials (or some such), with/without baked lighting, etc.).
    • The problem here is that if the icons become too granular, they risk becoming confusing / off-putting when seen in listings and / or the simply confuse users unfamiliar with the MP, unless some form of cheat sheet / icon key is provided on every listing.
    • The above might be mitigated against if the icons are set with tooltip, so that when moused-over, the tip displays a brief description of the icon’s meaning.
  • If icons were to be used, have them act as filters to help narrow / manage searches.
  • Addition of specific search filter such as mesh+rigged+baked and lighting+PBR.
  • Further filters in the left-side filter list to distinguish PBR components / kits (e.g. Building and Object components → PBR Materials).
  • This broadened into a more general discussion on a greater use of distinguishing icons (with tooltips) within listings Marketplace in general.

Senra and Mesh Bodies

  • The above also focused on the Senra avatars, and the need to distinguish creations for these so that new users using the Senra avatars can more easily find clothing and accessories to fit them.
  • The above seems particularly pertinent given the “official 1.0” release of Senra made on Wednesday, December 6th, 2023 (the August release of the avatar now being referred to as a “beta” release), so there is potentially going to be an uptick in creator-provided content for Senra.
  • This raised the question of a generic category and filters for mesh body types for easier product location (e.g. Human, Animals, Monsters, Fantasy, etc.) – although this could be subject to confusion when listing / trying to find things like anthropomorphic mesh characters.
  • Garfield Linden suggested an open-ended tagging system for mesh body support: creators could freely input the supported mesh body as a tag, selecting from a drop-down that shows how many other products currently have each tag applied, with the ability to arbitrarily add new tags to the system. These same tags could then be used by residents to filter their search results.
    • Potential problems here are with scalability / accuracy: how many creators will select tags as opposed to just typing in their own? How unwieldy would this eventually make the drop-down list? How will the tag list be managed to prevent cluttering with typos (e.g. “nial” for “nail”, etc.) & the consequent accidental use of mistyped tags?
    • A suggested solution for the above is to have the field used by creators to add tag names actually display the total number of times an entered tag has been used (so a typo will hopefully show 0). This could also provide an easier means for creators to select existing tags without having to necessarily use a full drop-down list for tags.

In Brief

  • The Linden Homes store (see: Looking at the New Linden Homes Store) is to gain search filters for finding themes easier, and also notifications. These should be deployed before year-end.
  • There is a known issue with Marketplace fuzzy search such that partial names may not produce anticipated results.
  • There was a general discussion on keyword abuse – including some stores using what might be regarded as keywords in product titles (e.g. the use of “bed” in the name of tattoos), which can skew search results (although may not always be intentional).
  • There was a repeated request to prevent Marketplace stores using stars in their names, enabling them to show up in searches using the star rating system. This is something the Lab is looking at.
  • The end of the meeting includes a general discussion on possible improvements in Marketplace gifting (e.g. allowing direct gifting, without having the items go to the user’s main shopping basket). This was coupled with requests with a more flexible shopping basket system (e.g. having the ability to use a basket to store items for later purchase, whilst also being able to purchase a selection of options within it when going to the check-out).
  • LL is still mulling how to best integrate CasperVend with the Marketplace.
  • Please refer to the video below for other topics.

Next Meeting

  • Wednesday, January 3rd, 2024.