2018 SL UG updates #15/1: Simulator User Group

Spirit of Sun; Inara Pey, March 2018, on FlickrSpirit of Sunblog post

Server Deployments

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

  • The Main (SLS) channel was not updated on Tuesday, April 9th, nor was there a restart.
  • On Wednesday, April 11th:
    • The BlueSteel and LeTigre will not be updated, and remain on server maintenance package 18#18.03.29.513939, containing internal fixes.
    • The Magnum channel will apparently receive a further revision to 18#18.03.29.513939.

SL Viewer

  • The Love Me Render RC viewer updated to version 5.1.3.514115, dated April 5th.
  • The Ouzo Maintenance RC viewer updated to version 5.1.3.514128, dated April 5th.

The remainder of the SL viewer pipeline remains unchanged from the end of week #14:

  • Current Release version 5.1.2.512803, dated February 23, promoted March 1 – formerly the Nalewka Maintenance RC – No change
  • Release channel cohorts:
  • 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.

Bakes on Mesh

This is the project to extend 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 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 baking service.

As noted in my last CCUG update, the project viewer, version5.1.3.513936, arrived on March 30th, 2018 (see the Bakes on Mesh JIRA filter for reported issues). There is a forum thread on the project, which carries a degree of misinformation on the project. Siddean Munro has sought to clarify things in a blog post, and Cathy Foil has produced an introductory video as well.

Environmental Enhancement Project

This is the project to create a set of environmental enhancements including the ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level; new environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others; Experience-based environment functions and an extended day cycle (e.g a 24/7 cycle) and extended environmental parameters. The work involves simulator and viewer changes, and includes some infrastructure updates.

Rider Linden is working on EEP, and he reported, “I’ve been dealing with a little bit of a tangent having to do with internal inventory. Turned out to be a bit more complex than I anticipated when I said: “Sure, I’ll just knock that off as part of EEP”. It is almost resolved and then I can get back to direct EEP development.”

He also revealed more on how EEP will be “layered”: “EEP will have four different altitude layers. (Right now I’m operating with ground, 1km, 2km and 3km.) … The use case I see for the layers isn’t so much skyboxes, more for landing areas for RP sims that may want their own atmosphere; orbiting space stations , etc. (and the layers need to be set by the parcel owner.)”

Aditi Inventory Sync

Usually, sync on inventory from Agni, the Main grid, to Aditi, the Beta grid is designed to take place during a routine syncing operation run at around 2:00am PST daily, triggered by an Aidit log-in (see here for more).

However, as most of those who routinely log-in to Aditi will know that the system isn’t working correctly, and often, a ticket is required to get your Aditi inventory correctly synchronised with your Agni inventory. Commenting on the situation at the Simulator User Group, Mazidox Linden said, “We’ve got a dev working on the inventory sync to Aditi. We’re making some interesting progress, hopefully more news soon.” Oz Linden further indicated that a fix is in the pipeline.

 

2018 SL UG updates #14/2: CCUG summary

Animesh dragons by Wanders Nowhere and used by Lucia Nightfire as Animesh test models

The following notes are primarily taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, April 5th, 2018 at 13:00 SLT. For the purposes of Animesh testing, the meetings have relocated to the Animesh4 region on Aditi, the beta grid – look for the seating area towards the middle of the region. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Medhue Simoni Live streamed the meeting, and his video is embedded at the end of this summary. My thanks to him for providing it. Time stamps are included in the text below to allow easy referencing to the video for details. Please note that Vir’s microphone was not behaving during the meeting, causing his voice to drop-out at times, breaking up the context of his conversation (I had the same issue with my audio recording).

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 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 baking service.

Resources

Current Progress

The project viewer is now available – version 5.1.3.513936, which as noted in previous updates, was released on March 30th. This is the first pass of the viewer, and there is much more work to come.

General Notes from the Meeting

[2:55-04:00] Some mesh body creators are already involved in looking at Bakes on Mesh, and the Lab has been gathering names and details of creators, but there has – as of the time of the meeting – been no direct outreach to any of them. Siddean Munro (Slink) is reported to be “thrilled” with the capability, and sees it as a means to dramatically reduce her workflow.

[4:45-5:55] Status of 1024×1024 support: While the first part of the Bakes on Mesh project was to update the Bake Service to support 1024×1024, currently, these back-end changes have not been deployed, so all Bakes on Mesh testing currently use the existing 512×512 textures supplied by the Bake Service. The deployment has been delayed due to other work being carried out on the Baking Service, but it is hoped it will be deployed in the next few weeks.

[13:26-14:22] It terms of 10242 texture support with the baking services is eye textures. Currently 128×128, these will be increased to 256×256, the pixel density on so small a target compensating for the lower resolution.

When  the increased texture resolution support is deployed, the Lab will also be implementing additional servers to support the additional load on the Baking Service.

[6:01-8:49] Wearable/ Texture Map issues: It’s been noted that the eyelashes are tied to the avatar eyeball texture, not the avatar head, which might cause some issues.

The right / left arm being mirrored in the texture map has also been re-noted. This is prompting some creators to consider re-purposing the system skirt or hair wearable (which are now almost never used) to be assigned to one or other of the arms. This would  allow, for example, a tattoo to appear on one arm only, rather than being mirrored on both arms, as is currently the case on system avatars.

[9:52-11:05] In order for this to work, the textures would need to be uploaded as a skirt or system hair. Basically, the system wearables act as containers of the textures, so if you want to apply a texture to a specific body region (as supported by the viewer / Bakes on Mesh), you can assign it to that wearable (e.g. the texture can be applied to the undershirt, shirt or jacket wearable to be applied to the upper body, or to the skin wearable to be applied to the entire body).

Cathy foil also gave feedback on using Bakes on Mesh to apply system eye textures to mesh eyes.

[8:53-9:49] Will the baked texture slots be expanded in to future? (there are currently 6 slots: BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR.) Possibly, but not being considered with Bakes on Mesh at present. Currently, the bake texture slots are tied to the supported wearable textures. Adding more slots  would require defining the underpinning data to be stored in the additional slots (i.e. define additional wearables).

[12:10-12:36] One thing to remember is that if an alpha layer in used to hide your system avatar (or a major part of it), it will be baked as well, and if that bake is applied to a mesh, it can end up masking more of the mesh than intended, due to the extent of the alpha.

[14:42-17:02] Hiding the base avatar: a means to hide the system avatar without having to use an alpha mask has long been a request, raised again during the Bakes on Mesh project. No decision has been made on if this will be done or how. One approach might be to make a further change to the Bake Service so it ignores the base avatar; another might be it use an unassigned texture slot to “hide” the avatar from the Bake Service – this has the advantage of not requiring a change to the Bake Service.

[17:29-25:00] A general discussion on how a more flexible use of Bakes on Mesh might be achieved – such as re-purposing rarely used texture slots, or extending the Bake Service itself.

  • Re-purposing texture can be done with care – such as using the skirt or system hair as described above to give individual texture for the arms.
  • Further extensions to the Bake Service itself – e.g. additional bake slots beyond the current 6  are unlikely to form a part of this project, but might be considered for any follow-on that comes after it.

The Lab also have some concerns about opening-up the Bake Service further include the potential for performance hits, possible abuse.

Cathy Foil demonstrates Bakes on Mesh. Left: she is wearing a mesh body with system layer clothing applied to it, as seen through the Bakes on Mesh viewer. Currently, only those using the Bakes on Mesh project viewer will still mesh bakes in this way. Right: until the Bakes on Mesh code is incorporated in all viewers, those running viewers without the code will see avatars using Bakes on Mesh with place holder textures on place of the baked texture.

[25:09-27:35] Extending the Bake Service to support materials: this is a complex step to take, which may not even be properly defined. Maps (diffuse (texture), normal and specular) all have to be defined by layer and brought together properly in a composite bake in such a way to ensure normal and specular maps from one layer are correctly associated with the diffuse map from that layer, so they aren’t displayed over another layer. As such, materials support will only be considered as a potential element for a follow-on project to the current Bakes on Mesh work. See also BUG-214631 for a proposal on how materials support might work.

[33:37-34:11 and 36:40-37:20] Bakes on Mesh for HUDs / Bakes and Textures: conversation on bakes on mesh and HUDs, expansion on Bakes on Mesh vs. appliers, and texture and Bake UUIDs. In short: Bakes on Mesh can also be applied to HUDs, which could help reduce the number of textures commonly found in them (a single composite rather than multiple textures). Complexity of HUDs might also be reduced, simply because the texture applying elements may no longer be required as textures will come via the Bake Service – although applier HUDs for materials will still be required.

Some are concerned allowing bakes on HUDs increases the risk of texture theft (by allowing the textures to be screen capped, for example). However given this can be done anyway, simply by displaying a texture on a cube and then attaching the cube to the screen as a “HUD”, it’s hard to see what the fear really is (it’s also not the most efficient way of wrongly getting a texture out of SL).

[42:40-44:13] Fewer textures: the general hope with Bakes on Mesh is that over time, it will allow mesh bodies  / heads to be less onion layer complex, and also reduce the number of different textures being applied, by allowing layers (e.g. skin, make-up, tattoo, etc.), to be composited down to a single baked texture.

[44:26-45:52] Wearables cap: a reminder that up to 60 wearables can be applied to a single avatar in any combination of layers, and the order in which they are displayed corresponds to the individual layers (e.g. undershirt, shirt, jacket), and the order in which multiple items in those layers are worn. See this 2015 project update for more on the global wearable allowance.

[47:17-47:32] Can local textures be used with Bakes on Mesh? No. local textures are just that, local to a user’s system; they are not transmitted to LL’s servers, and therefore, they cannot be baked.

[48:10-49:00] Bakes on Mesh and Edit Appearance:  it’s been noted that mesh bakes don’t update with changes made in the Edit Appearance mode (see BUG-216014). This is because Edit Appearance is local changes within the viewer, usually applied to the system avatar. Bakes on Mesh require the data to be sent to the baking service, composited, and applied – which only happens on exiting Edit Appearance. Vir has indicated it might be possible to add the logic required to have the appearance editor update in real-time when using mesh bakes.

Continue reading “2018 SL UG updates #14/2: CCUG summary”

2018 SL UG updates #14/1: Simulator User Group

Bay of Dreams; Inara Pey, February 2018, on FlickrBay of Dreamsblog post

Server Deployments

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

  • The Main (SLS) channel was updated on Tuesday, April 3rd  to server release 18#18.03.27.513831, containing internal fixes and updates the new off-line IM and Abuse Report capabilities (see below).
  • On Wednesday, April 4th, the BlueSteel and LeTigre release candidate channels should receive server maintenance package 18#18.03.29.513939, containing internal fixes; the Magnum RC has no planned deployment, and remains on 18#18.03.27.513831.

SL Viewer

There have been no changes to the viewer pipelines at the start of the week, leaving them as:

  • Current Release version 5.1.2.512803, dated February 23, promoted March 1 – formerly the Nalewka Maintenance RC – No change
  • Release channel cohorts:
  • Project viewers:
    • Bakes on Mesh project viewer, version 5.1.3.513936, March 30 (note this version of the viewer does not support applying bakes to mesh bodies / heads).
    • Animesh project viewer, version 5.1.3.513013, March 7 – project overview.
    • 360 snapshot viewer, version 5.1.3.513006,  March 6 (this version can have significant rendering issues, see my hand-on update).
  • 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. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

Region Crossings

As I’ve reported in recent Simulator User Group meetings, Joe Magarac (animats) working on a scripted workaround to improve region crossings (“partial unsits, etc.) – see BUG-214653. The Lab is also working on crossings on the simulator side. While no time frames for the work were given, Oz Linen did observe, “How successful we’ll be remains to be seen, but we’re optimistic that we can make significant improvements.”

2018 SL UG updates #13/4: TPVD meeting

Cuivieenen; Inara Pey, February 2018, on FlickrCuivieenenblog post

The majority of these notes are taken from the TPV Developer meeting held on Friday, March 30th 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it. Time stamps in the text below will open the video in a new tab at the relevant point of discussion.

The meeting was reduced to under 15 minutes,with minor topics of discussion taking up the latter half. Please refer to the video for these.

Server Deployment Update

  • The Main (SLS) channel was updated on Tuesday, March 27th, to server release 18#18.03.14.513292, containing the new off-line IM and Abuse Report capabilities (see below).
  • The Magnum and LeTigre RC channels were updated on Wednesday, March 28th with server maintenance package 18#18.03.27.513831, containing internal fixes and the new off-line IM and Abuse Report capabilities (see below).
  • The BlueSteel RC was updated on Thursday, March 29th with server maintenance package 18#18.03.27.513838, comprising internal fixes.

SL Viewers

Viewer Pipeline

Note: At the time of the meeting, the viewer had just been approved for issue, but it wasn’t clear if it would be released before or after the Easter weekend. However, it was in fact issued after the meeting – see below.

[00:24-3:02] At the time of the meeting, the viewer pipelines were as follows:

  • Current Release version 5.1.2.512803, dated February 23, promoted March 1 – formerly the Nalewka Maintenance RC – No change
  • Release channel cohorts:
  • 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.

Off-Line and Abuse Reports Capabilities

[0:44-1:36] Two new capabilities are now grid-wide:

  • The new IM cap is to overcome of off-line IMs failing to be delivered when a user logs in. Currently, these are delivered via UDP, whether or not the viewer is ready to receive them. With the new capability (once grid-wide and implemented within the viewer), the viewer will request off-line IMs, which the server will package and deliver to the viewer via HTTP.
  • The new abuse report cap will replace the need for the viewer to have AR categories hard-coded into it. Once fully deployed, and a viewer update released, it will mean the view will request the current list of AR categories from the server when starting up, making the management of the list easier, and hopefully reducing the number of ARs filed under outdated categories.

However, both require further revision, and they require viewer-side updates as well. These should be appearing in the next Maintenance RC viewer issued by the Lab.

Bakes on Mesh Project Viewer

The Bakes on Mesh project viewer, version 5.1.3.513936, was released on Friday, March 30th after the TPV Developer meeting had concluded.

From the release notes (link above):

Bakes on Mesh is a new feature to allow system avatar baked textures to be shown on mesh attachments. Currently you will need a special project viewer to use it. Bakes on Mesh does not depend on simulator code, so it should work in all regions and all grids.

Basic features

  • Any face of a mesh object can be textured using one of the server baked textures.
  • The corresponding region of the system avatar is hidden if an attached mesh is using a baked texture.

Benefits

  • Avoid the need for appliers -> easier customization workflow
  • Avoid the need for onion avatars -> fewer meshes, fewer textures at display time
  • Avoid the need to sell full-perm meshes. You can customize any mesh you have modify permissions for simply by setting the flags and equipping the appropriate wearables.

Avatar wearables are baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. You can now apply these textures to your avatar’s object attachments’ diffuse texture slot. Right click on the attachment, click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called ‘bake’ for selecting server bakes. The ‘bake’ radio button mode has a drop-down for selecting BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden.

If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without bakes on mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden.

Known Issues

Detaching a mesh object that’s using BAKED_HAIR, does not make the base hair region visible. You have to log back in or teleport again. This will be fixed in next release.

A filter for Bakes on Mesh JIRAs has been created by Whirly Fizzle.

 

2018 SL UG updates #13/3: CCUG summary w/audio

A rally of (Animesh) raptors on Aditi

The following notes are primarily taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, March 29th, 2018 at 13:00 SLT. For the purposes of Animesh testing, the meetings have relocated to the Animesh4 region on Aditi, the beta grid – look for the seating area towards the middle of the region. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

There is no video to accompany this update, notes are taken from my own audio recording of the meeting.

Animesh Project

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.

Current Progress

Vir now has a proposed revised land impact / tri count formula and test plan for Animesh. This will be going to QA, and if all goes well, the new formulas will be deployed on the Aditi Animesh test regions ready for public testing. No end-date for public testing on Aditi has been defined – the Lab want to ensure as many as are interested have to opportunity to test the new formula. Animesh attachment will remain limited to one per avatar, at least for the time being.

It is likely that server-side support for Animesh will reach the Main grid ahead of the project viewer reaching release candidate status – although this still won’t be for a while.

LODs and Streaming Costs

How Animesh Level of Detail (LOD) is handled is still being tweaked. Currently, Animesh objects sit between in-world objects and avatars in terms of the way their LODs are handled / swapped. The Lab is looking to adjust this, so that Animesh LODs are more consistently handled as they would be for in-world objects.

The broad plan is – for Animesh only – that the lower LODs will not affect streaming costs so long as they are not disproportionately large. Providing they get smaller by at least a factor of approximately 2 as they go down to the courser LODS, they will not impact streaming costs.

Note this work is not part of Project Arctan, which may lead to further changes in costs associated with objects at some point in the future – see below for more.

Project ARCTan

This is the code-name for the project to re-evaluate object and avatar rendering costs (e.g. Land Impact and avatar ARC), led by Graham Linden as a part of the overall rendering system work. The aim of is to have the costs assigned to objects and avatar more accurately reflect the impact they have on people’s viewer performance.

The hope is that overall, by making a careful set of adjustments, not only can client-side performance be improved, but creators can be given positive incentives to build more performant content (a problem currently being that providing good LOD models – high, medium, low and very low – for mesh content can actually penalise a creator in terms of upload costs / Land Impact, encouraging them to skip doing so).

This project is still in the early stages, and the Lab is fully aware of the risks and concerns involved in potentially making changes to things like Land Impact (e.g. undesired object returns), and so are approaching the work cautiously. Right now, data is being gathered and internal comparative testing is being tried. There are no plans to make any kind of changes in the immediate future. When changes do start to be made, they will be done so carefully to avoid disruption, and users will be appraised of what is happening and when.

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 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 baking service.

It is important to note that this project is still in its preliminary stages. Any release of a project viewer doesn’t mark the end of the project, but rather the start of initial testing and an opportunity for creators to have input into the project.

Current Progress

The project viewer is still with QA with a couple of outstanding JIRAs awaiting resolution. The hope is that it will be making a public appearance soon.

When issued, this viewer should work anywhere, as it doesn’t require simulator changes. However, only those using the project viewer will see things as intended. Anyone on a viewer without the Bakes on Mesh updates will see placeholder textures, rather than the intended baked textures, on avatars trying the Bakes on Mesh capability.

Bakes on Mesh will essentially use the three avatar elements used by the baking service – head, upper body, lower body, eyes, hair, skirt), and applies clothing bakes for those elements to specific mesh faces, effectively “hiding” the corresponding base mesh region. This means for example, a head bake can be applied to a mesh head, an upper body to the mesh upper body faces, etc.  It does not at this point allow for more finely tuned applications – such as an individual jacket layer, or just to the hands.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements involving simulator and viewer changes, and includes some infrastructure updates.

Current Progress

Rider is still engaged on infrastructure work, which he hopes to complete Soon TM. Once that is done, he’ll complete the work on assets in inventory.

Custom Pivot Points

Work is being carried out to provide custom pivot points for mesh objects (see BUG-37617). This will most likely appear in a Maintenance RC viewer, once ready. The exactly implementation details weren’t clear at the meeting; it’s believed the data for the pivot point is coming from the corresponding data for the highest LOD in the uploaded .DAE file. However, the pivot point must be inside the bounding box of the object, and remains the centre of the object. Steps will also be taken to prevent pivot points placed outside of the bounding box simply causing the bounding box to increase in size (as did happen in a mesh uploader error), as this tends to both increase the objects LI by a factor of at least 2, and break the associated LODs.

Other Items

Texture Caching

Work continues on trying to improve texture caching in the viewer – which has already been an educational process for the Lab. There is nothing on the horizon yet in terms of updates for the viewer, as the work is not seen as a high priority when compared to other projects. However, there is a belief that there is room for “dramatic improvement” in the way textures are managed.

Permissions System

The question was asked if there are any plans to re-work the Second Life permissions system to be more supply chain driven, as is planned for Sansar. Short answer: there are no current plans to overhaul the permissions system simply because it is so complex. Currently the only thing being considered with permissions is extending them to allow scripted permission changes (formerly known as mod keys), which are seen as important for enhancing Animesh capabilities. However, here are current no time frame in when / if these will be implemented.

Firestorm RenderVolumeLODFactor Setting / Object LOD Confusion

Some appear confused by the recent RenderVolumeLODFactor behaviour change (see here) and what it is doing, believing it is part of a change to object LODs in Second Life.

Essentially, the Firestorm update is purely a viewer-side change only, intended to encourage users not to use over-the-top settings in their viewer which can affect performance, because changes to this value are globally applied, affecting all objects within the viewer’s field of view, not just a specific wearable or object.

However, this change does not mark any kind of change to the object’s LOD data held on the servers (the content isn’t being “changed” in any way on the back-end); it purely alters the way content is rendered by the viewer in terms of which LOD model of the object it uses.

Date of Next Meeting

There will be a CCUG meeting on Thursday, April 5th, as the normal LL internal meeting has been postponed a week.

March 2018 Web User Group Summary

Grumpity and Alexa Linden host the Web User Group monthly meetings at Alexa’s barn

The following notes are taken from the Web User Group meeting held on Wednesday, March  28th, 2017.

These meetings are generally held monthly on Wednesdays, and are chaired by Alexa and Grumpity Linden at Alexa’s barn. The focus is the Lab’s web properties, which include the Second Life website (including the blogs, Destination Guide, Maps, Search, the Knowledge base, etc.), Place Pages, Landing Pages (and join flow for sign-ups), the Marketplace, and so on and the Lab’s own website at lindenlab.com.

Meeting Format

A point to remember with the Web User Group meetings is that they are informal discussions on things like the Marketplace.

While the Lab does give information on the work they are carrying out, plans they have in-hand for updates to web properties, etc., equally, a lot of what is discussed is ideas and the taking of feedback from attendees, and should not necessarily be regarded as statements from the Lab as to what will happen, it priority, or anything else.

Within these reports, I try to indicate those plans / actions / projects that are in progress, and offer a differentiation between “firm” plans and ideas under discussion.

Marketplace

  • Priority item flagging: under discussion at the Lab is the idea – put forward by Merchants at a previous Web User Group meeting – that “certified” Merchants priority in flagging and the Marketplace reports. This “certification” might be through the payment of a fee.
  • Survey: the Lab is considering a Marketplace survey in which Merchants can indicate their preferences around possible enhancements, etc., to the Marketplace and perhaps submit and idea of their own.
  • Feature requests: specific, well thought out idea for new features for the Marketplace (and Second Life in general) can / should be submitted via the Second Life JIRA.
    • It is preferable that only one idea (or a limited set of related ideas) for new features is submitted per Feature Request submission.
    • Feature Requests are triaged (reviewed) by the Lab on a weekly basis.
The Feature Request form is accessed via your JIRA dashboard – log-in via your Second Life credentials required. Select Create Issue in the top right of your dashboard to open the default Bug Report form. Then click on the Issue Type drop-down and select New Feature Request to replace the Bug Report form with the Feature Request form.
  • Marketplace search: the Lab is aware that there are issues with the MP search function, and hope to be able to improve it. However, reporting that search “is broken” is sufficiently helpful. If there are specific instances where search fails to work as expected which can be specifically defined, these need to be reported via a JIRA bug report, with detailed steps so that the Lab can see (and reproduce) the problem, then take steps to address the issues.

Destination Guide

  • The Destination Guide suffers from a large number of locations listed within it which have ceased to exist in one way or another (the region no longer exists, it has changed hands and been re-purposed; the owner has made it private with access control, etc.).
  • There is curation of Destination Guide entries, but this is described as inefficient as it doesn’t parse all the DG categories “very frequently”.
  • There is discussion at the Lab about automating the curation process to help with the removal of outdated locations, but nothing so far is on the road map for implementation.

Place Pages

For an overview / looking at creating Place Pages, please refer to my article: Creating Second Life Place Pages.

Further development of Place Pages is planned, with one of the first added features, possibly appearing in the near future, is support for land auctions, offering the same functionality as the current auctions. This will be expanded over time to offer resident-to-auctions.

Name Changes – Further Information

  • “Original / legacy” last names will not be re-opened for use.
  • New users joining Second Life will still be given the automatic “last name” of “Resident”, but have the option of changing if they wish.
  • The fee for name changes has not been announced, however, at this point the indication is that the fee will be in fiat currency (i.e. US dollars) not Linden Dollars.
  • One of the reasons the return of last names will take time to be implemented is that all of the SL web properties – like the Marketplace – have to be updated to recognise users as they change their names (something which applies across almost all of the SL services when you think about it).

Governance and DMCA

Issues around Governance, the Marketplace and the DMCA process continue to be raised.

Governance User Group?

Often at user-group meetings questions are asked around matters of governance or which may be related to legal / financial issues (e.g. fraud or alleged cases of fraud). All of these matters are overseen by teams outside of the technical personnel who attend the in-world meetings, and so – while it may be frustrating for those raising the questions – cannot comment on or address such issues.

There are discussions at the Lab about holding a Support / Governance user group in the future. There is currently no date as to when this may take place, or whether, if it does, it will be a one-off or one of a series. However, once the dates have been established, it will be announced through channels such as the User Groups wiki page.

DMCA Filing

Currently, the Lab’s Infringement Notification Policy requires that DCMA notices are filed with Linden Lab via mail or fax.In December 2017, it was indicated that this would be revised so that DMCA’s can be filed via an on-line form. The provisional date for implementing this change had been around January / February 2018, however, it has been subject to delay.

Oz and Grumpity Linden indicated the reason the form has yet to be deployed is twofold:

  • The original version of the form was subject to a change in requirements, and so had to be re-worked.
  • The submission process has to be robust enough to prevent abuse (e.g. repeated multiple filings from an individual on the same issue);has to have checks in place to ensure the submitter’s credentials can be verified; and has to meet the requirements for non-Second Life users to be able to file a meaningful DMCA notice (e.g. in the case of an external company finding copies of their copyrighted material is being sold unlicensed through Second Life).

It is hoped that form will be available in the near future.