2023 SL SUG meetings week #34 summary

Orcinus Isle, June 2023 – blog post

The following notes were taken from the Tuesday,  August 22nd 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 entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.

Server Deployments

  • No deployments for the major simulator channels this week, but all simhosts will be restarted.
  • There may be a small deployment to the Snack channel (Yondercane), to test changes to the way avatar arrivals in a region are handled (see below).

Dog Days Roll-Back

  • On Wednesday, August 16th, the Blueteel RC channel was updated with update 581292 (“Dog Days”).
  • During testing, it was discovered the update was causing some worn attachments were being renamed “Object” when edited whilst attached while retaining the correct name when seen in Inventory / detached to Inventory.
  • However, if such an attachment was dropped in-world, it would be renamed “Object”. As this was deemed to not be optimal, the update was rolled back.
  • If all goes according to plan, an attempt to re-deploy the release will be made in week #35.

Viewer Updates

The glTF / PBR Materials viewer, updated to version 7.0.0.581368, on August 22nd. All other available official viewers remain as follows:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Avatar Arrival Update and Other Simulator Work

This is a first pass at working to improve avatar arrivals (AA) in regions and reduce the amount of “freezing” may occur whilst the arrival is processed, with further work indicated in the future, Monty Linden described this part of the work thus:

AA is the first part of an effort to tune the simulator’s main processing loop. There are *many* causes of very long frames currently. One of the worst offenders is avatar attachment handoff and rezzing at region crossings and teleports. AA attempts to break up and time bound that process, particularly when multiple avatars are involved in a crossing, allowing the frame to complete more closely to the scheduled time. [The] goal is to improve interactivity and responsiveness to those *not* involved in the RC/TP at the expense of those crossing having their glorious collections of stuff attached a bit more slowly. This first pass includes some of that monolithic execution breakup and some tuning.

Monty went on to note that the AA update will only be deployed for testing / data gathering prior to being withdrawn rather than being expanded to additional channels, whilst he continues to work on the matter in the background and possibly expands the scope of the work to include things like better script optimisations and hand-offs during teleports / crossings, etc.

This led to an extended discussion on region crossings / teleports which extended across most of the meeting, with Rider Linden noting he’ll attempt to have a list of regions on the channel for the meeting next week (assuming the deployment goes ahead), so that interested parties can test both teleports into them and regions crossings between them. This in turn entered into better / alternate means of script scheduling / management (and refactoring the former to reduce some of the simulator load), together with options for improved attachment / messaging, etc., handling.

As an aside to this work, Monty indicated he is working on a diagram showing the simulator main processing loop which could be published for public consumption, once it has been cleaned-up.

Potential for Improving Vehicle Control Options

Rider Linden raised this towards the end of the meeting for discussion, thus:

We’ve been having some discussions internally about taking controls and expanding the number of keys available and perhaps even allowing analogue input for movement to the simulator. Leviathan and I would love to get some feedback on how people would use that and how you’d like to see something like that work.

To which Leviathan added:

I’ve solicited for input and have received a bunch of input and ideas. I think the first sub project in that direction will be to try to expose raw game controller input (joysticks and buttons) to LSL. With regards to keyboard controls, if you look at all of the feature requests over the years, ultimately people want access to just about ALL of the keys. I was worried about the ability to make a keylogger in SL, however Signal thinks that wouldn’t really be a problem.

The majority of the feedback was for capabilities to be added to enable a broader range or controllers rather than trying to expand keylogging capabilities exponentially, although keystroke capture and use appears to be more of a focus for Leviathan.

Please refer to the last 10-12 minutes of the video for this discussion.

† 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 #33

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

Updates from the week through to Sunday, August 20th, 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 6.6.13.580918, formerly the Maintenance T RC viewer, promoted July 14 – 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 V(ersatility) RC viewer updated to version 6.6.14.581315 on August 15.
    • Inventory Extensions RC viewer updated to version 6.6.14.581357 on August 14.
  • Project viewers:
    • No updates.

Note: The Alternative Viewers page appears to have suffered a hiccup, listing version 6.6.12.579987 as the “Win32+MacOS<10.13” RC viewer.  However, the Win 32  + Pre-MAC OS 10.3 viewer was actually version 6.6.13.580794, promoted to release status on July 5; 6.6.12.579987  was the version number assigned to the Maintenance S RC viewer promoted to release status on May 16th.

LL Viewer Resources

Third-party Viewers

V6-style

V1-style

  • Cool Viewer Stable release updated to version 1.30.2.24 and Experimental Branch updated to version 1.31.0.2, both on August 19 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2023 week #33: SL CCUG meeting summary: glTF PBR; Senra

Chang’an, May 2023 – click any image for full size – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday,  August 17th, 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.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes locations for both meetings (also included at the end of these reports).
    • Open to all with an interest in content creation.

Additional note: this meeting suffered several drop-outs (for whatever reason) plus my own Internet connection also went out; as such this is not a complete reflection of the meeting and all topics.

Viewer Status

General Viewer Notes

  • There are a couple of issues with the Inventory Extensions RC viewer which need to be addressed before this progresses to being ready for promotion to release status.
  • The internal discussions on font changes in the Emoji viewer (see my last CCUG / TPV meeting summary) will likely be split into a separate project, allowing the Emoji viewer to progress forward as it is.

glTF Materials and Reflection Probes

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • The communications bloat driven by multiple script-driven glTF materials updates generating multiple connections between the viewer and the simulator (thus impacting performance) continues to be addressed. The outcome of this work is liable to result in protocol changes as and when the work is complete.
  • A number of permission-related fixes have been implemented.

Lighting / Ambient Lighting

  • The issue over the rendering changes the glTF project will bring to Second Life. It has been well-established that the PBR system removes the forward render pipe (aka “non-Advanced Lighting Model (ALM)”) from the viewer’s renderer.
  • Equally, over the last several meetings (and as noted in my CCUG summaries covering PBR) there has been discussion on the fact that PBR utilises HDR + tone mapping with rendering  / lighting. This is a significant change to Second Life, particularly when it comes to the amount of rendered ambient light (until now SL has rendered a lot of additional ambient light), resulting in two related issues:
    • Because it is intended to mimic real-world ambient lighting, environments rendered on the PBR viewer with HDR + tone mapping enabled can look a lot darker than when viewed with a non-PBR viewer, and baked lighting really does not work (and can end up looking very bad) – scripted / direct lighting is required – something for which many store owners and users in general might not be prepared.
    • While disabling the ambient HDR rendering is possible within the PBR viewer (potentially eliminating the above issues), it conversely results in any PBR content within the scene looking “bad” or “broken”, risking content creators trying to find workarounds to the glTF specification in order to make their content “look good” under either lighting condition – something they absolutely should not do.
  • Discussions are still on-going at the Lab on how best to handle this conflict between PBR and non-PBR rendering as the latter is deployed and gradually gains broader use. As a part of this, it has been recognised that one of the most direct means to alert users is via communication.
  • To this end, a form of “best practices” and guidelines for PBR are being developed with the intention to make them available to users in advance of PBR being fully deployed / released. Expect to (hopefully) hear more about this via future CCUG meetings.

Mirrors

  • Geenz Linden is currently refactoring the Hero probes which will be automatically selected for generating higher resolution reflections based on an avatar’s proximity to a planar mirror surface (and initially limited to 1 (or possibly 2 per scene  – the second being for Linden Water reflections, but this has yet to be confirmed).
  •  This work will see the Hero probes treated as their own class of reflection probes with their own filtering, etc., to avoid conflicts (debugging, etc.) with the “general” reflection matte manger. This will also better support the higher resolution of the Hero probes and possibly allow for additional Hero probes to be supported within the viewer in the future.

Building Tools

  • PBR will see a significant change to the Edit / Build floater as the project becomes more widely deployed, and this has started internal discussions at LL about the state of the in-world build tools, and what might be done to improve them for general use. Ideas put forward at the meeting included:
    • More flexible means of cutting holes in prims (e.g. offset from the Z axis of the prim), such as through the introduction of a Boolean support.
    • Making text entry within the floater consistent (e.g. clicking on some fields, the existing content is highlighted for over-writing, in others it isn’t).
    • Inclusion of a prim alignments capability (as found in some TPVs) as a default tool + making the alignment more flexible that just to the sides / edges of the bounding boxes of the objects.
    • A broader range of primitive shapes (e.g. simple step units) and improved tools for torturing prims to produce custom shapes.
    • Better exposure of some of the build options on the official viewer (e.g. making the Local Textures option a radio button option in the Texture tab, rather than hidden in a drop-down) to make them more visible.
    • Also making it clearer that an object includes Local Textures, such as via a pop-up, to remind the creator to apply an actual texture to the affected face(s).
    • Better tools  / support for making clothing.
    • Better UDIM support for UV maps.
  • These idea will be fed back into discussions at LL.

Senra Avatars

[Note: this section is abbreviated as I lost my Internet connection for some 14 minutes of the meeting & this was followed by the meeting being disrupted a further 2 times.]

  • Further discussion over the continued confusion / concern over the Senra avatar system (outside of the ongoing disquiet over the licensing agreement), including:
    • Frustration / confusion over the amount of conflicting information being offered by Linden Lab – e.g. the dev kit application form states applicants “must” own a store but Patch Linden has stated in a forum post that owning a store “is not” a requirement.
    • Negativity on the use of an application requirement at all:
      • Some see it as presenting an unnecessary barrier for some (e.g. users who just want to create Senra-related items for their personal, rather than commercial, use).
      • Concerns over privacy / security with the devkit application form being outside of SL (where it is subject to potential abuse) rather than – as with the Mesh Upload Status form  – being included within the Secondlife.com dashboard,  where it would be both secure and firmly linked to an account.
    • Further questioning as to why AvaStar has been determined to be a core requirement for the devkit, rather than simply relying on Blender.
  • More general frustration was voiced at the idea that the “Senra team” only appear to be willing to engage through the forum threads on the topic, and then only in what is perceived as being a narrow focus of engagement, with no-one appearing willing to attend the CCUG meeting – which given Linden Lab want creators to produce content for Senra would seem to be a pretty good place for them to actively address feedback in real time, at least in lieu of any Senra-focused meeting(s).

In Brief

  • While they are not in anyway directly connected or related, Cosmic Linden noted that her work on enabling PDR materials as terrain textures in the viewer is being used as a testbed for possible approaches to enabling PBR with avatar Bakes on Mesh – although the latter is not currently an active project.

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.

2023 SL SUG meetings week #33 summary

Seogyeo Town, Seogyeoshire, May 2023 – blog post

The following notes were taken from the Tuesday,  August 15th 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 entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.

Server Deployments

  • On Tuesday, August 15th, all simhosts on the the SLS Main were restarted, but remain on simulator version 581251.
  • On Wednesday, August 16th, the Blueteel RC channel should be updated with simulator update 581292. Included in this release are:
    • The ability to (once more) see channel names via Help → About (and potentially announced via pop-up within TPVs supporting this capability).
    • Objects rezzed by scripts will now be correctly returned by estate managers + the throttle on llReturnObjectsByOwner has been removed.
    • GroupMemberData (used by viewers to return information about the members of a group) has been intermittently returning “well-formed but incorrect data” for several years. With this update, it should return “well-formed and correct data”.

Upcoming Simulator Releases

  • The simulator update “Dog Days” is being packaged for QA. This includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.

Viewer Updates

  • Maintenance V(ersatility) RC viewer, version 6.6.14.581315, issued on August 15.
    • Ability to display user-customized keybindings in chat, making it easier to provide key binding instructions to end users for vehicles, HUDs or anything utilising custom keybindings. See URI_Name_Space for more.
  • The Inventory Extensions RC viewer updated to version 6.6.14.581357 on August 14.

The rest of the available official viewers remain as:

  • Release viewer version 6.6.13.580918, formerly the Maintenance T RC viewer, July 14.
  • Release channel cohorts:
    • glTF / PBR Materials viewer, version 7.0.0.581126, June 26.
    • Maintenance U(pbeat) RC viewer, version, 6.6.14.581101 July 21.
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Scripting Discussion

  • LSL contains a number of long-standing code errors / issues / limitations which have been around so long they have either become expected behaviour or have had a number of work-arounds implemented. This makes any attempt to correct the code difficult, as it can result in unintended script breakage, and because of this, LL has tended to take the attitude of, “we aren’t going to fix that because it is too ingrained.”
  • However, one idea now being considered for allowing such script issues to be fixed and hopefully avoid the potential for script breakage in the process, is to introduce a “compatibility” mode to LSL.
  • Such a mode would be set via some form of option (check box or button or something).
    • By default, with would be “off”, for all scripts (existing and new), and they would as they do now (“classic” behaviour), preserving any “incorrect” behaviour.
    • When toggled “on” for a script, the script will run in the “updated” mode, allowing it leverage the corrected LSL code / functions and any future behavioural changes.
  • This led to an extended discussion on the approach – which was broadly favourably viewed – which touched various ideas such as version numbering and other methods of differentiating “versions” of LSL (given it does not itself have any built-in notion of versions), the historical context on the introduction of Mono, the use of compilers

General Discussion

Please refer to the video for the following:

  • There is said to be increasing reports of avatars failing to load correctly following teleporting into a popular location (notably those at altitude) and of inventory attachment queuing and loading taking longer. Some thinking is that this may be interest list related, however, Bug reports have yet to be filed to allow for investigation.
  • Leviathan Linden put out a request for feedback:
I’ve been thinking about how to improve vehicles in SL so I’m soliciting input for the next week or so. You can email me directly (leviathan-at-lindenlab.com) you can IM me, or I’m even willing to schedule a chat/voice session if anyone wants to talk about vehicles: cars, airplanes, boats, motorcycles, etc. What got me on this subject were two things: (1) the idea of giving LSL scripts direct access to game controller inputs (joystick, button state, etc), and also (2) different API for configuring vehicles. For example, maybe airplanes would be better described using a thrust, stall-speed, attack-angle, aileron state model.
  • The above led to some additional discussion on options – as per the last 20 minutes of the meeting.
  • Rider Linden noted that during the LL engineering meeting in week #33, the subject of improved camera controls. Nothing firm on what might be done, but again, this sparked discussion during the last 10 minutes of the 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 rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Firestorm 6.6.14: maintenance catch-up and new features

On Monday August 14th, 2023 (SLT), the Firestorm team released version 6.6.14.69596 of their viewer.

This is another release which might be described as more a maintenance update rather thana major features release, intended to keep Firestorm in step with the current official viewer code base. However, it does include some new capabilities.

When reading the following, please note:

  • This article is not intended to over every update  / change / improvement within the release. These can be found within the Firestorm 6.6.14. release notes, which also provide full credit details for the changes.
  • This review focuses primarily on the new features included with Firestorm 6.6.14, together with an overview of its parity with Linden Lab’s official viewer code base and and overviews of various updates, improvements and fixes I believe will be of specific interest to Firestorm users in general.
Table of Contents

Finally, I have not had time to personally try this release to any great extent, so am not offering any personal feedback on it.

Update, August 17th: a JIRA has been filed that rigged meshes viewed in this version of Firestorm using the Local Mesh (BETA) capability (i.e. visible only to the person testing the mesh) introduced in Firestorm 6.6.8 may result in issues. If you are a content creator who uses the Firestorm Local Mesh (BETA) for viewing your rigged mesh creations, please see FIRE-33157

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 6.6.14.

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 6.5.6 will be blocked from accessing Second Life three weeks from the date of version 6.6.14’s release.

Special Note: Windows 32-Bit Support

This release of Firestorm is likely the last to fully support the 32-bit version of thee Windows operating system. This is in keeping with LL’s announcement that Windows 32-bit is not longer a supported operating system (see: End of Support for Second Life 32-bit Windows Viewer and Updated Minimum System Requirements for MacOS to 10.13 or Second Life: Win 32-bit support ending; MacOS system requirements updating). A further reason for this is that as a part of the forthcoming switch to using physically based rendering (PBR) under the Kronos glTF 2.0 specification, Linden Lab will only be sub-licensing the 64-bit versions Havok physics library used within the viewer – it is further possible that in the future, other libraries needed by the viewer will only be supported in their 64-bit versions.

Those who are using the 32-bit version of Windows (estimated as around 2% of the Firestorm user base) are advised to check their systems – and if they are using hardware capable of supporting a 64-bit version, to make any necessary upgrades that may be required (generally in the area of RAM), and switch to Windows 64-bit.

An important point to note with this is that 32-bit versions of Windows will not be blocked from accessing Second Life. Rather, viewer upgrades (including the use of required build libraries) will no longer be checked for compatibility with Windows 32-bit. For Firestorm in particular, current 32-bit builds will remain available for the time being; however, no guarantee is given that this will continue to be the case with future releases.

Linden Lab Updates

Firestorm 6.6.14.69596 is fully merged up to the  Linden 6.6.14 code-base, per the notes below.

Maintenance T – Maintenance Transparent Translation

  • Viewer version 6.6.13.580918, July 2023.
  • Primarily focused on the shift of translation services (accessed via Preferences → Chat → Typing → Translation) from Microsoft Bing to  Microsoft Azure and DeepL. Also includes a range of Profile-related updates.

Maintenance S – Superlative Supports

  • Viewer version 6.6.12.579987, May 2023.
  • Predominantly translation updates.

Performance Floater & Auto FPS

  • Viewer version 6.6.11.579629, April 2023.
  • The official implementation of the Performance Floater & Auto FPS feature first implemented in Firestorm 6.5.3.65658 see my review here.

Maintenance R – Resident Inspired Improvements

Maintenance Q Viewer – Quality Contributions

  • Viewer version 6.6.9.577968, February 2023.
  • Assorted quality of life improvements in the viewer.

Maintenance P Viewer – Preferences, Positions and Paste fixes

Firestorm New Features

Building: Select (and Replace) All Matching Textures

A new option – Find All – within the Build / Edit floater’s Texture tab, allows all faces in an object or linkset using the same diffuse (texture) or normal or specular map, to be updated at once.

  • Right-click on the item / linkset to be updated and select Edit from the Context / Pie menu.
  • In the upper part of the Edit / Build floater click the Select Face radio button – (1) in the mage below.
  • Click the floater’s Texture tab to open it (shown in the image below), and:
    • Use the Texture / Bumpiness (Normal) or Glossiness (Specular) radio buttons – (2) in the image below – to select the map type to be updated.
    • Click on a face of the object / linkset containing the map to be updated. The face will be highlighted, and the selected map will be displayed in the Texture Swatch box on the Edit / Build floater  – (3) on the image below.
    •  Click on the Find All button to select ALL of the object faces containing the selected map – (4) in the image below.
  • When you are satisfied you have selected the correct map / surfaces, click the Texture Swatch in the Edit / Build floater to open the Texture Picker floater and pick the map you wish to use and apply it to all the selected faces in the usual manner.
The Find All button for selecting all instances of texture / normal / specular map used on an object / linkset. See notes above for an explanation of the numbers

Building: Strip Unwanted Alpha Channels During Image Uploads

Images uploaded to Second Life can include an empty / almost empty alpha channel which can lead to rendering issues  (such as textures flipping back and forth on one another as the camera moves, impacting rendering performance) when the texture is viewed in-world. While such empty / near-empty alpha channels may be intentional, they are generally an accidental or unwanted artefact, and should be removed from the image to avoid issues such as those mentioned above.

To achieve this, Firestorm 6.6.14 introduces an automatic scan of images being uploaded to Second Life to check for alpha channels which are either empty or almost empty.

  • If such channels are found in an image, the Upload Preview floater will display an additional warning and checkbox: Empty Alpha Channel Will Be Removed (see the image below, left).
  • Leaving this warning checked will cause the the unwanted transparency information to be stripped from the image when it is uploaded.
  • If there is a need to have the transparency information uploaded with the image, the warning should be unchecked. However, note that doing so will display an additional caution and explanation on the impact of including alpha channels in images, together with two buttons, as shown in the image below, right.
  • Click the required button displayed by the caution to clear it, then click the upload button to proceed with the image upload.
Stripping unwanted alpha channels from images at upload

Additional notes:

  • The alpha state for the image, once uploaded – “no alpha” or “with alpha” – is displayed at the bottom of the upload floater, alongside the uploaded image size (as arrowed at the button of the image on the left, above).
  • The Uploaded Size field has been fixed to correctly show the size of the uploaded image in all cases. see: FIRE-32944.

Inventory: Show Only Coalesced Objects

Show only coalesced objects in Inventory

Firestorm 6.6.14 adds a new inventory option to display only coalesced objects (i.e. multiple items returned to inventory as a single group, rather than being returned individually).

  • The option can be found within the Inventory gear icon menu (the gear icon being located at the bottom left of the Inventory floater), directly under those for showing only Modifiable, Copyable or Transferable items in inventory.
  • Toggle the option on (check mark visible) and off (no check mark) as required.
  • Note the option works in cooperation with all other options in the menu.
  • This feature was added in response to FIRE-31369.

Blacklisting: Blacklist Animations via the Animation Explorer

With this release, it is possible to add any animation associated with your avatars and listed by the Animation Explorer to the Firestorm Asset Blacklist:

  • Open the animation Explorer (World → Animation Explorer).
  • Select the animation to be blacklisted and click the Blacklist button in the lower right section of the Explorer floater.
  • Repeat for any other animations, as required and close the floater when done.
  • Blocked animations can be reviewed / unblocked via the Asset Blacklist floater (World → Asset Blacklist).

Notes:

  • Blocking only applies to animations played through the simulator. Those played locally (i.e. within your viewer) will still be seen by you as playing, even if blocked.
  • A Blacklisted animation my still be seen by others for a brief period after blocking, as it will take a second or so for the block information to be propagated through the simulator.

Audio Streaming: Stream Title Floater and Track History

It is now possible to display information on the current song title and artist playing on the parcel audio stream (if active), and a history of the last 10 played music tracks. The information is displayed is its own floaters, accessed via the menu bar → World → Stream Title.

Enabling the music stream information, together with the additional recently played history (ported from Kokua)

Additional Firestorm Improvements of Note

Inventory

  • Reload Received Items: a button within the Received Items section of the Inventory floater will refresh the list of items in the section.
Received Items reload button
  • Ungroup folder: A request to confirm has been added when ungrouping a folder in inventory.
  • Inventory offer sound: the Inventory Offer sound (Preferences → Sound & Media → UI Sounds 3 → Inventory Offer) will now play when Automatically Accept New Inventory Items and the following Log Auto-Accepted Inventory Items to Chat are enabled (both under Preferences → Privacy → General). This is is response to FIRE-32396 .

Building and Scripting

    • Floater improvements: the floater can now be resized, lists will now scroll, and clipping of text on the Settings tab has been fixed. All in response to FIRE-32624.
    • Floater should now recognise and load all forms of “.DAE” (e.g. Dae DAe DAE dAE and daE). See FIRE-32180.
    • Meshes exported with Autodesk Collada should not longer fail, fixing FIRE-32599.
    • Scaling and rigged mesh handling corrected in accordance with FIRE-32604 and FIRE-32681.
  • Script Editor: A fix for the unindent after } when a previous line had a word wrap. See: FIRE-19959.

Animation Playback Floater and Preferences

The additional information displayed in the Animation Playback floater (Priority, Duration, Loop, Ease In, Ease Out and Joints) can now be toggled on/off using a drop-down button (see below).

Firestorm Animation Playback floater: advanced animation information can be shown / hidden via the drop-down button

In addition, the default state of the Playback Floater can be set via Preferences → Firestorm → Build 2 → Always Expand Animation Preview Advanced Information. By default the option is unchecked, meaning the advanced information will not be displayed when the Animation Playback floater is displayed.

General UI / Floater Updates of Note

  • Profile updates:
    • The View Profile option has been removed from the Context menu for your own avatar, as its already listed in the Community sub-menu. See: FIRE-32304.
    • Profile description text should not longer be truncated in some cases. See: FIRE-32901.
    • Unsaved text in the Notes tab of another avatar’s Profile should no longer be discarded when the Profile owner enters or leaves the region at the same time. See: FIRE-32926.
  • Area Search: updates have been made to Area Search to prevent some of the aggressive culling which is impacted Area Search results.
    • However, to get the best results when doing an Area Search, you will still need to turn slowly on the spot once, to fully load all the objects.
    • In addition, once an item is added to the Area Search it will/should not vanish a few seconds later as had been the observed behaviour with previous releases.
    • There are all partial fixes for FIRE-32688.
  • Assorted floater design, typographic corrections, layout corrections and tooltip updates, per the release notes.

Other Updates of Note

Asset Cache Update

Until now, automatic purging of the Asset Cache would only commence when the “max_cache” value was exceeded. This essentially meant that a) the Asset Cache could exceed this value, and b) once started, automatic purging would be pretty much constant, impacting viewer performance.

With Firestorm 6.6.14, this has been changed:

  • The “max_cache” value means just that: the largest size the Asset Cache will reach.
  • Two thresholds are set via debug settings:
    • A” high water” threshold set to 95% of the “max_cache” value. When this is reached, purging of the oldest caches files will commence.
    • A “low water” threshold set to 70% of the “max_cache” value. When this is reached, automatic purging will stop.
  • These two values  will ensure:
    • The “high water” threshold leaves 5% capacity available within the Asset Cache, allowing incoming data from a simulator to be properly caches during any automatic purging.
    • The “low water” threshold means that automatic purging, once started, will not be constant, potentially impacting viewer performance.
  • This also means that users can now set their cache to a ramdisk if they really want and it won’t (normally) overflow.

Library Updates

  • FMOD Studio updated to version 2.02.15.
  • Havok TPV library updated to version 1.0.577418, in line with LL.

Linux Updates

  • Improvement: Firestorm now uses system-wide fontconfig and freetype directly from the user’s system, rather than using 3p libraries packaged with the viewer.
  • Fixes:
    • A fix for the “alpha triangles bug”(see FIRE-23370).
    • WIP to get Linux crash reporting working with Bugsplat.
    • The ability to toggle between internal/external browsers in preferences on Linux (Preferences → Network & Files → Connection → Web Browser).
  • Updates:
    • Apr suite updated to version 1.4.5.230351228.
    • OpenJpeg Library updated to version 2.5.0.
    • CEF updated to version 1.12.2.202210012157_92.0.27.
    • Colladadom updated to version 2.3.230940029.
    • Libxml2 updated to version 2-2.10.3.230940019.
    • Xmlrpc updated to version 0.54.2.230940042

OpenSim Updates

  • Opensim VarRregions with non-power of 2 sizes no longer flood logs.
  • Avatar Profile fixes including: correct loading; UDP profiles restored; profile picks + notes should load, 1st Life notes should save back to the server.
  • Additional fixes per the release notes.

Links

2023 SL viewer release summaries week #31

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

Updates from the week through to Sunday, August 6th, 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 6.6.13.580918, formerly the Maintenance T RC viewer, promoted July 14th – 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).
    • No updates.
  • Project viewers:
    • No updates.

Note: The Alternative Viewers page appears to have suffered a hiccup, listing version 6.6.12.579987 as the “Win32+MacOS<10.13” RC viewer.  However:

  • The Win 32  + Pre-MAC OS 10.3 viewer was version 6.6.13.580794, promoted to release status on July 5th, and no subject to further update.
  • 6.6.12.579987  was the version number assigned to the Maintenance S RC viewer (primarily translation updates), originally issued on May 11th, and promoted to de facto release status on May 16th.
  • This entry on the Alternate Viewers page is therefore ignored on my main Viewer Releases Page.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool Viewer Stable release updated to version 1.30.2.23 on August 5 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links