2018 SL UG updates 39/1: Simulator User Group

Missing Melody; Inara Pey, August 2018, on FlickrMissing Melodyblog post

Server Deployment Plans

There are no planned deployments for week #39.

SL Viewer

The Bakes on Mesh project viewer updated to version 5.1.9.519785 on Monday, September 24th. Otherwise the start of the week sees the majority of the current official viewer unchanged:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – No Change.
  • Release channel cohort:
    • BugSplat RC viewer, version 5.1.9.519462, September 10. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Rakomelo Maintenance RC, version 5.1.9.519298, September 5.
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Environment Enhancement Project

Those who have been testing EEP have been raising JIRAs on the test viewer, and Rider Linden is about to pass an updated version of the simulator code to the QA team for testing.

It will address some validation where FS had much larger ranges of values than the Lab did. [And] I’ve dealt with a cloud speed issue that had annoyed me and I forgot to get in before we sent out the preview. Internally no cloud motion was 10,10… it will now be 0,0 this means some clouds will suddenly appear to go faster

– Rider Linden on the EEP simulator update

Region Crossings

Joe Magarac (animats) continues to poke at the viewer side of region crossing issues, and has apparently come across a contributing factor to some crossing issues: essentially, on a double region crossing (ie briefly crossing into the corner of a region from another before moving on to the next region) the simulator seems to be sending the viewer an object kill message for the vehicle at the very beginning of region crossing. The viewer sees the message unexpectedly and reacts to it, causing the region crossing issue referred to as a half unsit (he avatar is stuck in the region, unable unsit, move or teleport, and requires a relog as a means to recover). The issue could be down to a race condition in messaging, but  Joe has been using additional logging in a version of Firestorm, and can consistently catch the kill message.

Region crossings currently aren’t being looked at by the Lab, although Simon Linden keeps hoping to get back to looking at the code in the future. In the meantime, Joe continues to log his findings on BUG-214653.

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2018 SL UG updates #38/4: TPVD meeting – last names + premium levels

Athenaeum; Inara Pey, August 2018, on FlickrAthenaeumblog post

The following notes are taken from the TPV Developer meeting held on Friday, September 21st, 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it, and for sending me a chat log as well, as circumstances meant I was unable to attend the meeting in person.

This is again a short meeting, with a lot of incidental chat about Dog Food Day, so the following is a summary of key points.

SL Viewer

[00:00-4:35]

There have been no SL viewer updates during week #38, leaving the various viewers in the pipelines as:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – No Change.
  • Release channel cohort:
    • BugSplat RC viewer, version 5.1.9.519462, September 10. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Rakomelo Maintenance RC, version 5.1.9.519298, September 5.
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Additional notes:

  • Bugsplat RC is awaiting  a “couple more” updates and a further restructuring of the viewer updater, which will see it become a child process to the viewer, rather than the parent process for the viewer (as is currently the case, and hasn’t worked as well as the Lab had hoped following it introduction.
  • The Rakamelo RC and Animesh RC are both under consideration for promotion to de facto release viewer status. A decision on which of them might be promoted could be taken in week #39 (week commencing Monday, September 24th).
  • Love Me Render RC is currently awaiting further updates.
  • Bakes On Mesh: as per my CCUG summary, the AIS updates have been deployed to the main grid, so this is now awaiting the Bake Service update (to support 1024×1024 textures) and the simulator update required to support BOM operations. The simulator support will follow the normal deployment route, initially appearing on a server RC channel, when the viewer is likely to be promoted to RC status.
  • EAM (Estate Access Management) will likely go to release candidate status with the new update.

Other Items

End of Asset UDP Fetching

[8:53-10:00] In 2017, Linden Lab completed moving all SL inventory asset fetching from running through the simulators via UDP to HTTP via their CDN provider(s). As a result, the UDP asset messaging will be turned off at the simulator end of things in January 2019, after which any old versions of the viewer still reliance on UDP for inventory messaging will no long be able to receive inventory data.

Return of Last Names and Premium Restructuring

As Ebbe recently indicated during his September town hall meeting, the return of last names to Second life is still some way from being implemented, and the work may not be completed before the end of 2018.

[22:05-24:16] Much of the work involved going through all of the SL back-end systems to update them and ensure they can handle both last names and changes to last names – the aim being to ensure name changes can be handled throughout the Second Life services without necessarily breaking something.

Currently, there is at least one major back-end service that has yet to be assessed and updated, and it appears possible that the new Premium levels will be deployed before last names are re-implemented.

Aditi Inventory Handling Bug

[10:53-12:03] BUG-225435 – Objects attached to avatar from the ground go into Lost & Found folder of inventory: this is currently only an issue on Aditi (the Beta grid), and appears to be related to inventory handling changes made there. Essentially, it is caused by a race condition between the viewer and the simulator, and may be related to EEP changes. The Lab is investigating this, and the plan is to fix the problem before the update moves to Agni (the main grid),

 

 

2018 SL UG updates #38/3: CCUG – EEP! the sky!

Whirly Fizzle casts her magic, blotting the Sun with EEP. Credit: Whirly Fizzle

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, September 20th, 2018 at 13:00 SLT.  These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including:

  • The ability for region / parcel owners to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days that can be stored in inventory and traded through the Marketplace / exchanged with others.
    • Day assets can include four Sky “tracks” defined by height: ground level (which includes altitudes up to 1,000m) and (optionally) 1,000m and above; 2,000m and above and 3,000m and above, plus a Water “track”.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
  • There are no EEP parameters for manipulating the SL wind.
  • EPP will also include some rendering enhancements  and new shaders as well (being developed by Graham Linden), which will allow for effects such as crepuscular rays (“God rays”)
    • These will be an atmospheric effect, not any kind of object or asset or XML handler.
  • The new LSL functions for finding the time of day according to the position of the windlight Sun or Moon have been completed, and are more accurate than the current options.
  • EEP will not include things like rain or snow.
  • It will still be possible to set windlight local to your own viewer.

Resources

EEP Documentation

The complete EEP documentation is now available on the SL wiki. Published on the 19th September 2018, and still subject to update, it provides information on:

  • Types of Settings – skies, water, day cycles.
  • Creating and editing EEP settings objects.
  • Applying environments and settings.
  • Command commands for EEP objects.
  • Setting fixed skies and water.
  • Images of the new inventory options, the new UI options (My Environments, etc.).

Test Viewer

The test viewer was made available on Thursday, September 20th, available for OS X, and Windows 32 / 64-bit. Testing is only available on Aditi, and the land there is limited; so for the time being the viewer download links are not generally available – but check the Alternate Viewers wiki page for its general availability in the near future.

And for those who have been eagerly awaiting it – the EEP viewer has options for setting the length of day at either region and / or parcel level, and the number of hours offset from GMT the cycle should be. Day lengths can be the default 4 hours, through to a maximum of 168 hours, equally to a week-long cycle

General Points

  • EEP testing is limited to one region on Aditi for the time being. Parcels are offered for sale at L$1 each (money on Aditi is automatically provided for users, so this is not a personal cost). Users are requested to only purchase one parcel apiece.
  • Parcels can only be purchased via the EEP test viewer.
  • There is not currently a forum thread, as this is only the initial test period for EEP, but a thread will be opened once the project moves to Agni, the main grid.
  • It is hoped that EEP will move rapidly to project viewer status, and will be available on Agni in the near future – particularly now that the AIS service updates have completed.
  • There is a single water track per parcel, so it is not possible to set different looks for water at different altitudes as you can for the sky (and anyway, most would be unseen at higher altitudes).
  • Items still to be considered or to be completed:
    • Offering users the ability to override the time of day/sun position within their own viewer irrespective of the permissions on the EEP settings pack.
    • The shader atmospherics have still to be added.
    • Scripting support has yet to be added – some scripts are available and awaiting inclusion, but it was always Rider’s plans to add scripting after the initial test / project viewers were available.
    • The scripting work will include options for setting the environment on agents participating in an experience.
  • To help with initial testing, Rider has produced a “sundial” that can be obtained in the Aditi test regions. This contains all the available functions and is designed to be used for determining the positions of the Sun and the Moon.
  • The Sun and Moon move entirely independently to one another, allowing both to be in the sky at the same time, and their size can be enlarged or reduced, depending on requirements / texture being used to replace them (so you could have a massive planet hanging in the sky, as if close by, or a little moon that appears much further away).
A simple 5-minute demo (including uploading the textures) creating a sky object, using it to replace the Sun and Moon with Mars and Jupiter respectively, then adjusting their respective sizes and putting them in the same quadrant of the sky before applying the setting to a parcel of land. Note the windlight clouds drifting in front of Mars. Not visible in this image is the fact that with ALM in the viewer enabled, the stars twinkle as though with atmospheric distortion. Click for full size, if required

Continue reading “2018 SL UG updates #38/3: CCUG – EEP! the sky!”

2018 SL UG updates #38/2: Governance User Group

The first of the renewed GTeam meetings, chaired by Kristen Linden (the robotic avatar on the left) – September 18th, 2018

The Governance Team held the first of its renewed User Group meetings on Tuesday, September 18th, 2018. These meeting will be held twice a month, and are designed to provide a forum for the discussion and education of issues involving Governance.  They are chaired by the current GTeam supervisor, Kristen Linden and are open to the public. Details on dates, times and location can be found on the Governance User Group wiki page.

Governance Team

  • Around five people are in the Governance Team, and are all Lab employees – Governance work is not outsourced.
  • The Team is responsible for dealing with Abuse Reports, in-world abuse, forum reports, Marketplace reports, etc.
    • The team is not responsible for issues with accounts being compromised, account subscription delinquency, fraud, etc. These matters should be reported via Support, and not through the Abuse Report system, so they can be passed directly to the Lab’s fraud team.
  • On average Governance deal with over 1,000 Abuse Reports per week, while the rate of reporting can reach 400-500 reports filed per day.

Abuse Reports

Please refer to the following resources for details information on filing Abuse Reports:

There is also a knowledge base article on how to deal with a range of abuse / harassment issues without necessarily the need to raise an AR.

A number of issues related to raising abuse reports – AR categories, how to fill-out a report, use of snapshots, chat logs, video, what is and isn’t “allowed”, etc., came up during the meeting. These are covered in the documents above, and not repeated here. Rather, I’ve chosen to focus on the more esoteric aspects of abuse reports and AR handling by the GTeam as discussed in the meeting.

  • All ARs that can be investigated are investigated. However:
    • How far the investigation goes largely depends on whether the AR is filed against something Governance is empowered to investigate, and how much meaningful information is supplied in it.
    • The Governance Team intentionally does not report back on the outcome of their investigations for a number of reasons (e.g. privacy). Just because the outcome might not be visible to the reporter / match their expectations when filing an AR, does not mean the report was ignored.
  • Reports are handled on a combination of age / priority. Those reports that tend to get the highest priority are griefing, certain types of harassment, age play, threats of actual violence outside of SL.
    • Those who feel a threat being made against them personally (not their avatar) are additionally advised to contact their local authorities if they have reason to believe the threat is genuine.
  • The volume of reports received about an incident makes no difference to the priority with which it is dealt with or the action that might be taken. So mass reporting of an incident by friends and friends of fiends TP’d into a location specifically to file a report is not a good idea.
  • Banning isn’t the only action taken. Depending on the nature of the abusive action, people may receive a warning, a short-term account suspension (days) or a temporary ban (weeks).
    • Generally, the process is warning, escalating through to a 2-week ban if offences continue, then ban.
    • Offences can be cumulative if persistent / depending on their nature. However, if there are extended periods between offences (e.g. multiple months / years) they are unlikely to be dealt with on a cumulative basis.
    • Major offences (e.g. age play, etc.), will generally go to an immediate ban.

Q&A Element

  • What to do about persistent griefers using alt accounts: continue to AR them (e.g. under harassment), if you are positively able to link an alt to another account, provide details of how (what’s said – via text chat transcript, for example) and indicate the name of the other account.
    • IP bans are not seen as a solution for a number of reasons (e.g. many ISPs around the world assign dynamic IP addresses to their users, hence there is a risk an IP ban could result in an innocent party being blocked from SL).
  • Avatar “Permission Stealing” VWR-13228. This is a long-standing issue which is not easy to resolve, as the object usurping an avatar’s permission (movement, camera, etc), is being worn by another, and the usual revoke permissions options in the viewer cannot be applied to other avatar attachments.
  • Incident Blotter: (for those unfamiliar with it) at one time the Lab used to produce an “Incident Blotter”, a dealing significant abuse issues and their general outcome (not specific details on those involved) – see a 2010 sample here. This was discontinued several years ago, and unlikely to be reintroduced.
  • Retaliatory ARs: people filing an AR in response to discovering they have been AR’d (e.g. because the original reports has IM’d them with “You have been AR’d” or something) can be a thing. The Governance team is aware of this, and does take time to check if a report might be retaliatory, rather than genuine.
  • Vigilantism: The GTeam is aware of a number vigilante groups in SL who may use mass abuse reports either in an attempt to secure action or as a means of retaliation, and they do keep an eye on them.
  • Marketplace flagging: the GTeam handles these, and the volume received means it can take time to get through them. People are rarely disciplined for flagging items, unless it can be clearly shown they are doing so maliciously.
  • Could a generic notification be sent to a reporter when an AR is actioned: a complaint with the AR system is that those filing a report don’t get to hear whether or not it has been actioned. However, the current tool set isn’t geared to sending out even the most generic notification that an AR has been actioned (e.g. “Your Abuse Report of [date] has been actioned”), and it’s not clear if this could be changed.
  • Contacting GTeam members in-world: general contact for advice and / or with questions is encouraged. However, contact to try to circumvent the AR system or to make a “verbal” AR report is strongly discouraged.
    • Generally when in-world, the GTeam is actively dealing with ARs, or reviewing them while their avatars are parked, ready to go.

Next Meeting

Subject to confirmation on the Governance User Group wiki page, the next meeting should be on Tuesday, October 2nd, 2018. However, the location may change.

2018 SL UG updates 38/1: Simulator User Group

Bellefleurs; Inara Pey, August 2018, on FlickrBellefleurs blog post

Not a lot to report.

Server Deployments

As always, please refer to the server deployment thread for updates.

  • On Tuesday, September 18th, the SLS (Main) channel was updated with server maintenance package 18#18.09.04.519319, previously deployed to the main RC channels in week #37 and comprising Logging improvements.
  • The three main RC channels were not updated on Wednesday, but remained on release 18#18.09.04.519319.

SL Viewer

There have been no updates to the current round of official viewers in the various pipelines, leaving the list as follows:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – No Change.
  • Release channel cohorts:
    • BugSplat RC viewer, version 5.1.9.519462, September 10. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Rakomelo Maintenance RC, version 5.1.9.519298, September 5.
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Region Crossings

Firestorm 5.1.7 introduced a workaround to better handle vehicle-based region crossings  viewer-side, largely as a result of Joe Magarac (animats) investigations into region crossing issues (see Experimental Region Crossing Code  in my Firestorm 5.1.7 review for more). It’s not a perfect solution, but it can help. Since then, Joe has been looking at similar issues relating to avatars being “half unseated” on region crossings, particularly when the avatar appears to “jump” between 25-100 metres into the air on a crossing, or get pushed sideways.The effect is akin to sitting on an object and the viewer sometimes briefly something you at 0,0,0 in a region before bouncing your view back to your actual seated position.

It’s thought this issue might be related to how the messaging for region crossings is handled: the avatar and vehicle data get packaged and transferred between regions separately to one another, and things can go awry in trying to put them back together if the messages containing the data are received “in the wrong order”. It’s one of several issues with regions crossings that might be improved through viewer-side updates, and Simon Linden suggest the viewer team would be glad to look at contributions aimed and fixing any of them.

 

2018 SL UG updates #37/3: Content Creation User Group

“That’s no moon…” – Rider Linden teases with possibilities whilst talking Environmental Enhancement Project (EEP)

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, September 13th, 2018 at 13:00 SLT.  These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

The choppiness in some of the audio segments where Vir’s voice drops out is due to issues with SL Voice. Topics blow are not necessarily presented in the order in which they were discussed, I’ve attempted to group items by subject matter.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including:

  • The ability for region / parcel owners to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days that can be stored in inventory and traded through the Marketplace / exchanged with others.
    • Day assets can include four Sky “tracks” defined by height: ground level (which includes altitudes up to 1,000m) and (optionally) 1,000m and above; 2,000m and above and 3,000m and above, plus a Water “track”.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
  • There are no EEP parameters for manipulating the SL wind.
  • EPP will also include some rendering enhancements  and new shaders as well (being developed by Graham Linden), which will allow for effects such as crepuscular rays (“God rays”)
    • These will be an atmospheric effect, not any kind of object or asset or XML handler.
  • The new LSL functions for finding the time of day according to the position of the windlight Sun or Moon have been completed,and are more accurate than the current options.
  • EEP will not include things like rain or snow.
  • It will still be possible to set windlight local to your own viewer.

Resources

Current Status

EEP is now “so close”.  A test viewer is ready to go – note test, not project -, the major blockers have all be cleared, and land is being set-up on Aditi for people to be able to test the EEP capabilities there. An outstanding issue is documentation on how to create EEP assets, etc., but this could be available in week #38 (commencing Monday, September 17th).

As part of the update, Graham Linden has adjusted the night-time sky so that those running their viewer with ALM enabled will see stars at night, rather than dots in the sky – and they can twinkle!

Twinkle, twinkle little stars – EEP allows stars to twinkle in SL (you may have to click the image to open it and zoom into the GIF to see the effect better). Credit: Alexa Linden

Animesh

Project Summary

The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.

Resources

Current Status

Work is continuing trying to clear the last few significant bugs the Lab would preferably like resolved or at least understand in terms of cause, before the project goes to release status. Vir has also been working on the constraints for scale and position with Animesh objects.

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads.

This work does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables.

Resources

Current Status

No real change. Still awaiting the AIS updates (which also adds support for EEP assets as well). This needs to be deployed before the associated Bake Service updates and simulator update in support of Bakes on Mesh can be deployed to Agni (the main grid). In the meantime, Bakes on Mesh can be tested on Aditi on the Bakes on Mesh test region.

Vir also reaffirmed that there are no plans to implement materials support with Bakes on Mesh at present, for the reasons noted above in the project summary. However, this might be revisited in the future.

As an aside: the main aspect of the AIS update is related to the ongoing work to move Second Life services to a cloud infrastructure.

Texture Use Discussion

Part of the meeting was given over to textures and their misuse within Second Life, with suggestions being offered on how to improve things.

Texture Upload Costs Based On Resolution / Size

One suggestion was to charge texture uploads based on resolution / size (so the higher the resolution, the greater the upload cost). This is not something the Lab is considering, and it seen as being of limited benefit unless set ridiculously high, simply because the upload cost is a one-time fee and does not discourage repeated (and over) use of a texture once uploaded.

Ability to Set Texture Resolution

An alternative suggestion would be to use the viewer’s discard levels (/mipmapping – see here for more) as a means for users to control what texture resolutions are used when displaying an object (or multiple versions of an object). So, for example, if an object uses 1024×1024 texture, but is only used as a “background prop” – objects in a vending machine or display case, for example), a user can use a viewer UI option to restrict the texture resolution of that object to a specific discard level, regardless of whether or not the objects in zoomed in on.

Some issues with this idea are that a) it would require additional data to be manipulated, together with an additional UI element; b) it would require a re-working of some of the viewer logic. Currently for discards to be used, the highest resolution of a texture must be loaded by the viewer; for this approach to be effective, the logic would need to be changed so that only the desired discard (with its lower video memory footprint) is loaded, avoiding the download of the highest resolution version completely.  This also potentially shifts the onus from creator to consumer for using textures responsibly, which isn’t necessarily ideal.

In Brief

  • Transparency shadow casting from rigged items: there has been a long-standing issue with rigged / static meshes using transparencies (blended or masked), which causes shadows cast by them to render incorrectly (shadow rendering conforms only to the geometry silhouette).  Graham has now fixed it, and the fix should be appearing in the next round of viewer rendering fixes due out after the current Love Me Render viewer (version 5.1.8.518751, dated August 20th, at the time of writing). This will work with static mesh and Animesh, once it has reached release status.
  • Blending / mixing textures on a mesh face: the ability to blend / mix textures on a mesh face (in a “similar” manner to how they can be mixed on terrain) has been requested a number of times. Graham linden indicated this is unlikely to be implemented as it would, “require many new shaders and break batches more often (i.e. be less performant).”
  • Mesh uploader: there is a significant list of issues and feedback on the mesh uploader and what could be done to improve it and help people better understand how to optimise content on upload, or make the uploader better behaved. Vir hopes that these will be looked at in the not-too-distant future, depending on what are seen as the next immediate projects to follow Animesh, EEP, etc.
  • Projectors-as-facelights and hair styles: part of the meeting include a discussion on people now unfortunately using projectors as facelights  to offer  form of cubemapping on their avatars, and the new trend in having hair that contains multiple styles (e.g. ponytail over left shoulder or over the right shoulder or down the back). Both impose additional performance hits (the hair particularly so), while the projectors-as-facelights can also impact how a scene is rendered (if an avatar is close to you wearing multiple projectors, you may not see the results of some / all of any projectors used in the same space you are both occupying).
  • Mesh loading by Script / UUID: the ability to dynamically load meshes using their UUIDs was part of early mesh testing, but was removed for a number of reasons – such has performance (for example, and while separate, people were using the ability to load via UUIDs for animation flipping, which caused a big performance hit). Dynamically changing worn mesh items via script is viewer rendering intensive, given the potential frequency with which it could be done – which it turn becomes a potential griefing vector. There is also an issue of potential content theft in making an asset’s original UUID obtainable. As such this is not something that is liable to be re-implemented.

  • Apple OpenGL deprecation: the Lab is continuing to give thought as to what to do in light of this, but is not in a position to make a formal announcement as yet. Given that there are a fair number of Mac users at the Lab (including Oz Linden!), it is unlikely that the Mac version of the viewer will be left to “go away”; in fact Graham Linden anticipates it becoming something of a focus for him in the near future.