2020 Content Creation User Group week #4 summary

RioSisco Studio Pictures, December 2019 – blog post

The following notes are taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, January 23rd 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • EEP is now viewed as a priority for release by the Lab.
  • Work is continuing on the final bug fixes on the graphics side.
  • Release is anticipated by LL to be within the next month or so.
  • Those who use windlights for photography or within their regions are strongly urged to test the EEP RC viewer (last updated on January 9th, 2020, at the time of writing this summary).

Project Muscadine

Project Summary

Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

  • Now officially on hold pending other projects / work (notably major projects such as:
    • The cloud migration project.
    • Transitioning the viewer build tools to Visual Studio 2017 and to a recent version of Xcode (OS X)
    • Completing the migration of viewer repositories from Mercurial to Github.
  • The status of the project will be reviewed as other work progresses, but it is unlikely there will be any further work on Muscadine in Q1 2020 (through until the end of March).

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

Current Status

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations.
    • This work will also involve providing additional viewer UI so that people can better visibility and control to seeing complexity. For example:
      • Which attachments are taking the most rendering resources / rendering time.
      • Available options for improving local performance.
    • The aim is to provide users with information they can understand and make use of to assist in their local performance (e.g. “these red figures on your avatar attachment mean it is impacting YOUR system’s performance and slowing YOU down”, rather than jut pointing the finger elsewhere).
    • It is hoped that providing this information may also encourage creators produce better, more efficient avatar-related content.
  • Work on providing a UI for in-world object rendering costs (LOD models, etc.) which might affect Land Impact has been deferred to a later tranche of project work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

In Brief

LOD product: LL is considering taking future look at how level of detail is managed by Second Life.

  • GLOD is now 15+ years old and there are potentially better ways to handle things.
  • Automation of some LOD options might be seen as possible.
  • It is recognised that avatar LODs are not the most efficient (e.g. 2X bounding box LODs), but how they might be better managed is seen as a complex issue (e.g. avoiding situations where the viewer uses one LOD for an avatar’s body and another for the avatar’s head, so the head looks deformed compared to the body, or vice-versa).

Content Tools: interest was also expressed in hearing about the preferred tools used by creators and what creators might like to see by way of better support for said tools / file formats related to said tools and in general. The question was not asked with any specific project in mind, but simply to gain a broader understanding of what content creators use, etc.

The tools mentioned by creators at the meeting include:

  • Clothing: Marvelous Designer, Blender, Maya, Substance Painter, 3D Coat.
  • Other tools mentioned: Topogun, Zbrush.

PBR was also mentioned, although this would require a large-scale overall of SL’s rendering engine.

Requests were also made for:

  • Better handling of sub-meshes during the upload process (e.g. consistent linking between different uploads of the same multi-part mesh).
  • Ability for mesh instance recognition (e.g. if a specific sub-mesh is repeatedly used in a build, then it should be uploaded only one and instanced across the build) – or at least the viewer to be able t instance sub-mesh elements when rendering.

 

2020 Simulator User Group week #4 summary

Souls of Dreams, November 2019 – blog post

Simulator Deployments

  • There were no deployments to the main SLS channel on Tuesday, January 21st, although there are reports some regions were restarted.
  • An RC deployment is planned for Wednesday, January 22nd, but no details were available at the time of writing.

Simulator Issues

  • Some region holders are still reporting script runtime issues. There may be some work in the RC deployment to help with these issues, but again, this wasn’t clear at the SUG meeting, due to the lack of release notes.
  • There is some work to help manage scripted attachments and vehicles during region crossings, but no specifics given.
  • There have been reports of object_rez() events randomly failing. It’s not clear how widespread the issue is, but it is a known issue with the Lab, but a reliable reproduction of the problem has yet to be reported / found.

SL Viewer

There have been no viewer updates to marks the start of the week, leaving the official pipelines as follows:

  • Current Release version 6.3.5.533275, formerly the Wassail RC viewer, dated December 4, promoted December 12. – No change.
  • Release channel cohorts:
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

2020 Simulator User Group week #3 summary

The Four Seasons, November 2019 – blog post

Simulator Deployments

There are no server deployments planned for week #3 due to the next batch of updates being ready for deployment.

Simulator Issues

  • There are still reports of recent simulator updates causing issues for certain types of breedables. The Lab is aware of these problems, and while fixes are in the works, they may not be in the next set of simulator updates.
  • LL has continued a post-mortem into the region restart issues from week #2, with Simon Linden noting they have hopefully learned enough such that future restarts such run a lot better (and hopefully more smoothly!).
  • “A couple of hosts” that were not handling teleports as expected at the end of week #2, which should have been corrected.
  • Additional data that the Lab has been gathering on simulator performance does show that long-running simulators incur increased host resource utilisation, but for reasons yet to be identified.
    • Scripted avatar loads might in part be responsible, depending on what their scripts are doing, but LL would prefer to gather further data rather than speculate on possible causes.
    • However, there are regions where issues have been recorded, but which do not have large avatars loads.
    • LL have tried multiple approaches to making similar slow-downs occur on the beta grid (Aditi), but the problem doesn’t appear to occur “on demand”, making possible causes harder to identify.

SL Viewer

The Xanté Maintenance RC viewer updated to version 6.3.6.533748 on Monday, January 13th.

The remainder of the current official viewer pipelines remain unchanged for the end of week #2:

  • Current Release version 6.3.5.533275, formerly the Wassail RC viewer, dated December 4, promoted December 12 – No change.
  • Release channel cohorts:
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9th, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22nd , 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17th, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th, 2019.

In Brief

  • Rider Linden is looking at region crossings, and hopes to have some code that should help improve things when it is ready for deployment. However, he notes that the improvements will be “nowhere near what I would ultimately like.

2020 TPVD meetings week #2 summary

Frogmore, November 2019 – blog post

The following notes are taken from the TPV Developer meeting held on January 10th, 2020. A video of the meeting is embedded below, my thanks to Pantera for recording and providing it. As always:

  • Time stamps are given with links that will open the video at the appropriate point in a separate browser tab for reference.
  • Core points of the meeting are listed below. Other subjects of lesser import may have been discussed, please refer to the video.

SL Viewer News

[0:44-2:27]

On Thursday, January 9th, 2020, the following RC viewers updated as follows:

The rest of the viewer release pipelines remain unchanged:

  • Current Release version 6.3.5.533275, formerly the Wassail RC viewer, dated December 4, promoted December 12 – No change.
  • Release channel cohorts:
    • Xanté Maintenance RC viewer, version 6.3.6.533748, December 19.
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16.

General Viewer Notes

  • Both the Xanté Maintenance RC and the Legacy Profiles Viewer have updates that are “close” to appearing in the current viewers list, with Xanté possibly being close to promotion as the de facto viewer as well.
  • As per my week #2 CCUG summary, EEP is still pending the fixing of around a dozen graphics-related issues.
  • The Camera Presets Viewer, designed to allow users to set and save their own preferred camera presets in their viewer without having to use debug settings, is now closing on being “feature complete” and ready for release either as a Project or RC viewer.
    • This capability is being developed as a viewer code contribution by Jonathan Yap (who was responsible for developing the Graphics Presets options).
    • More information on the work can be found in STORM-2145.

Mercurial to Github Migration

[2:29-3:45]

Bitbucket, used to manage viewer repositories) will be sunsetting support for Mercurial in early 2020. Because of this, Linden Lab has been migrating their viewer repositories from Mercurial to Git on Bitbucket.

  • Most of the Lab’s viewer development is now processed via Git.
  • There is some work remaining on converting all of the third-party package repositories, and this is being done as part of the Visual Studio 2017 / Xcode upgrade, rather than being part of the Git migration per se, as these are relatively stable and not seen as a major problem in terms of migrating them.
  • A document outlining the steps in migration has been provided specifically for TPVs to allow them to keep in sync with how LL main the viewer code and its branches. See: Viewer Repository Migration (Google Docs).
    • This is not the only way for TPVs to manage their own repositories, but it is the one that LL recommend for those wishing to reflect how LL manages things.

Visual Studio / Xcode Build Process Update

[4:58-7:30]

The VS 2017 / Xcode upgrade has been caught with a couple of issues:

  • The Boost library used to implement coroutines in the build process would not build using VS 2017 & required conversion to Boost Fibre, which it turn had a number of impacts that also needed to be resolved.
  • Currently, the project is caught on a GIT-related issue, with validating the integration scripts used in the build process, and which is still being worked on.

It’s hoped that the additional work involved in moving the build process to support VS 2017 should make a future move to using VS 2019 easier.

Deprecating Windows 7 Support

[3:48-4:28]

  • Windows 7 officially reaches its end of life on January 14th, 2020. After this date, patches and security updates, etc., will no longer be provided, and the company is unlikely to provide any support.
  • Linden Lab has officially blogged on the subject, which I also blogged about as well.

In Brief

  • [7:55-8:30] There has been no work on the Linux front for official viewer over that last few months, and while still on the road map, is seen as a fairly low priority item, sitting well behind the Git migration, build tools updates, general viewer development and – particularly – the work in transitioning Second life to the AWS cloud.
  • [9:32-10:55] Week #2 restarts. While not generally a part of TPVD meetings, the issues with the Tuesday, January 7th server restarts was mentioned, with Grumpity noting:

It was a rocky day on Tuesday. It came out of our desire to do things in a less disruptive manner and … once again, the road to downtime was once again paved with good intentions, because that way proved to be in no way less disruptive than if we had done things the regular way.

Essentially, the issue was with some restart code that hadn’t been used in a while, and which LL had thought had been fully tested, but when put to use proved to have issues.

  • [15:33-20:23] A reminder was given that – particularly after a viewer crash –  it is better to wait for a short period, rather than immediately trying to re-log (particularly if the warning about logging back in is displayed). This is because each failed attempt refreshes your avatar presence, interfering with the post-crash clean-up (the “you are currently being logged out” part of the message).
    • Note: this part of the meeting included an extensive chat discussion on auto-relogging, as can be present in mobile and other clients, such as Lumiya and Radegast that continues through until the end of the meeting. Please refer to the video for more on this.

 

2020 Content Creation User Group week #2 summary

Elvion, November 2019 – blog post

The following notes are taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, January 9th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Due to performance issues, the initial implementation of EEP will now likely not include certain atmospherics such as crepuscular rays (“God rays”).

Resources

Current Status

  • The EEP RC viewer updated to version 6.4.0.534193 on Thursday, January 9th.
  • Bug fixing continues, notably around alpha rendering issues.
  • It is believed there are about a dozen remaining issues to be dealt with before EEP may be ready for formal release.

Pathfinding

First introduced in 2012 (and developed over the following year), Pathfinding was intended to provide a means for more interactive non-player characters (NPCs) in Second Life. Unfortunately, the implementation of the system proved to be so cumbersome (and leaving aside some of the incorrect perceptions about Pathfinding on the part of land holders), the it has never really seen that much use in Second Life.

With the arrival of Animesh, there has been renewed interest in using Pathfinding in conjunction with Animesh characters, but again, the current implementation is proving a bottleneck (e.g. highlighting / indicating “walkable” areas in the viewer; whether the navmesh is actually visible; the effort required to Pathfinding, etc.).

  • A forum thread highlights the issue, and it has been suggested that if a Jira can be raised highlighting the specific problems, it might be something the Lab could take a look at to try to improve some of the visualisation issues within the viewer (Navmesh visibility, etc.).
  • However, a broader pass at improving / overhauling Pathfinding is not on the Lab’s current road map for SL.

Pathfinding Resources

In Brief

IP rights, UV Maps and “working copies”: there has been recent discussion on the forums, through various user groups (notably Governance, which I’ve been unable to attend for the last couple of months due to RL) concerning IP rights and things like mesh VW maps, compatibility, weight painting etc. The questions have arisen of late due to a mesh appearing on the Marketplace that achieves compatibility with all the other meshes of the same nature by providing amazingly close replicas of them.

Currently, the primary course of response to concerns over potential infringement – imperfect is it may appear to be where this issue may be more esoteric in nature, given that the meshes in question all tend to use things like UV maps derived from originals supplied by Linden Lab – is for a creator with concerns over infringement to file an DMCA complaint with LL.

BOM take-up: Bakes On Mesh take-up is seen as being a little slow. Some mesh body / head makers have yet to fully adopt BOM flagging on their products for example (so while Maitreya support BOM on their current body via a HUD, the body still has some 800 individual mesh elements that the viewer needs to handle, compared to the (roughly) less-than-fifty used by the Slink Redux (BOM) body). Also, there are continued concerns about BOM’s ease-of-use when compared with the use of HUD-based applier systems. While the latter can be more resource-intensive, the form is seen as requiring better scripted tools and / or better inventory visualisation mechanisms (even better base alpha support) in order to be more attractive to users.

Next CCUG meeting: Thursday, January 23rd.

 

January 2020 Web User Group: Events, Name Changes & Marketplace

The Web User Group meeting venue, Denby

The following notes are taken from my recording of the Web User Group (WUG) meeting, held on Wednesday, January 8th, 2020. These meetings are held monthly, with dates and details of the meetings available via the Web User Group wiki page.

When reading these notes, please keep in mind:

  • This is not intended as a chronological transcript of the meeting. Items are drawn together by topic, although they may have been discussed at different points in the meeting.
  • Similarly, and if included, any audio extracts appearing in these summaries are presented by topic heading, rather than any chronological order in which they may have been raised during the meeting (e.g. if “topic X” is mentioned early in a meeting and then again half-way through a meeting, any audio comments related to that topic that might be included in these reports will be concatenated into a single audio extract).

Recurring Events

Recurring Events launched on Monday, January 8th, allowing Premium members to set a recurring events in the Upcoming Events lists available via users dashboards at secondlife.com.

In brief:

  • Premium members will be charged L$10 for listing one-off events, or L$50 for filing an event that can recur up to 12 times (weekly or monthly).
    • Basic members are charged L$50 per event listing.
  • Recurring events are events that share the same location, time, duration, and description but occur on a weekly or monthly basis.
  • Recurring events are largely set-up exactly the same was as individual events:
    • Go to your dashboard at secondlife.com and select Events from left side menu to open the Events listing page.
    • Click on Create A New Event directly below the top left calendar on the page, then read and accept the Event Posting Rules to display the new Event Creation page.
    • Complete all the fields on the page.
The new Recurring Events drop downs (arrowed) for Premium Members only. Note that when either is set, the event fee (highlighted in red under the form) changes from L$10 (the cost for listing a non-recurring event filed by a Premium member) to L$50.
    • When selecting an event to repeat either weekly or monthly, the fee charged to your account (displayed at the bottom of the form) change from L$10 to L$50.

There are currently some minor adjustments required for monthly recurring events, as events recurring right at the end of a month may give some incorrect dates for months of different lengths. Such areas can be corrected manually, but updates to be deployed in the near future should correct the problem. In addition, LL will be monitoring the recurring events capability now it is live in order to identify and address any other issues that may arise now it is live.

Future Events Listings Work

Further improvements to events are planned (e.g. better searching for events), but these are dependent on other work being completed first.

This work may include things like being able to push events to your personal calendar (Google Calendar, Outlook, etc.).

Name Changes

  • No final confirmation on release date (although the hope has been for a mid-Q1 2020 release). The exact release time frame is dependent upon final checks on the capability being completed.
  • Even if delayed, Last Names will still be deployed before any release of the Premium Plus subscription package.
  • Over 2,000 entries have been received as a part of the (now closed) Last Names Contest, totalling some 6,000 last name suggestions in all, and LL have started going through them.
  • It is likely that when Name Changes is launched, users will be able to pick last names from a list of around 20-30.
  • One of the approaches being considered for changing the available last names is for:
    • Popular selections being removed from the list and replaced on reaching a certain number of people selecting them.
    • Having selections that appear “unpopular” (i.e. they are rarely / never selected) replaced if they fail to achieve a certain threshold of use over an (unspecified) period of time.

Marketplace

  • The new Marketplace limited quantities and demo items search filters options

    Marketplace search has been updated with options to exclude / include limited quantity items and / or demo items.

    • The check boxes for excluding (ticked) or including (unticked) such items can be found at the bottom of the Search Filters panel displayed on the left of Marketplace pages when either Search is used or See All Categories is clicked.
    • Both options can be found below the search by permissions options.
    • By default, both options are unchecked, so that searches will include either limited quantity or demo items in their results results.
  • Work is being put into performance improvements which, as Grumpity noted at the meeting, tend not to be noticed right up to the point where something goes wrong.
    • An example of this is the ability for merchants to search their invoices should be a lot faster following back-end updates.
  • There are still “quite a few” things the Lab have queued up to do in relation to Marketplace search, but no specific details are available as yet on what might surface when.

In Brief

  • This issue with Destination Guide submissions is believed to be resolved.