2018 SL UG updates #26/2: CCUG summary

Eri-Ador; Inara Pey, June 2018, on FlickrEri-Adorblog post

The majority of the following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, June 28th, 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.

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

  • On Wednesday, June 27th, server-side Animesh support was deployed to all three of the major release candidate channels – Magnum, LeTigre as well as BlueSteel. Test regions for Animesh are as follows:
  • The Animesh viewer remains at project status, but was updated to version 6.0.0.516979 on Monday, June 25th, 2018. The viewer is liable to remain at project status until the bugs currently being worked on have been resolved. These bugs include, but are not limited to:
    • Encroachment / Position / Offsets.
    • Rigged Mesh Level of Detail / Bounding Box Issues (BUG-214736).
    • Broken Rotations Issues (see below for more).
    • Dynamic bounding box issues: the project viewer (5.1.4.515420) includes updates for keeping dynamic bounding boxes going for rigged avatars (including Animesh). The calculations used in these updates for Animesh attachments “isn’t quite right” and the extent calculations can be incorrect (particularly if an Animesh object is being rendered as an imposter).
  • Vir now has a number of issues related to level of detail which he is starting to dig in to, including BUG-224971.The revised bounding box calculations related to this will be in the next Animesh project viewer update.
  • The z-offset issue with Animesh objects failing to respect z-offset height setting specified at upload for a rigged mesh should now be fixed.
  • It’s been reported that while Animesh objects will show info in the same way as avatars do with Developer > Avatar > Animation Info is enabled, it reports different info to  llGetObjectAnimations()
    • This might be a bug.
    • It might be that the debug information isn’t updated on a frequent enough basis.
    • Either way, a bug report has been requested.

Rotation Issues

These cover a number of areas, including:

  • In one (BUG-139251), when some static mesh objects are converted to Animesh, the visual mesh is rotated through 90 degrees when seen in the Animesh viewer, but the physics mesh isn’t, leaving it perpendicular to the model. This is possibly an orientation issue, with the viewer expecting the mesh to be aligned to +x=forward – which not all mesh modelling tools follow.
  • The second problem is that when linking a series of objects into a single Animesh, then are visually located where the avatar skeleton supporting them is located, but the physics shapes remain in the original location of the objects prior to linking / converting.

Both of these problems predate Animesh, but have been effectively “hidden” because until now, rigged meshes could only be attached to an avatar, effectively masking the issues.

The recommendation for trying to deal with them at present is for Animesh objects to have a non-mesh root object, and associate any physics representation to that non-mesh root object. This should hopefully eliminate the current issues and help ensure that any mesh being propelled via scripts in the root object will move in a predictable manner (.i.e. moves forward when driven forward by a script).

There have been two user-led moves to try to resolve / reduce these problems:

  • Beq Janus and Elizabeth Jarvinen (polysail) have also contributed code to correctly apply the bindpose matrix within the viewer.
  • As the physical rotation issues tend to manifest with Avastar, it is being updates so that models are automatically oriented so that x+ is always forward. This may not help with all legacy content being converted to Animesh, but it should help with new content created via Avastar.
    • Vir has a concern that even with these changes, a  linked Animesh object using mesh items created in different tools might still exhibit unexpected behaviour – that an animation to move the Animesh forward might correctly drive the root mesh, but cause other elements to move (for example) sideways …
    • He also notes that the solutions don’t necessarily address the physics rotation / placement issue.
  • It’s also been suggested the llLookAt provides documentation on what might be regarded for expected object behaviour.
  • It has been pointed out that the orientation of a model can be checked in the mesh uploader preview window prior to upload, although the uploader doesn’t explicitly report an objects rotation.
  • The debate on how best to approach the issues is likely to continue.

Animesh Attachments

  • Animesh attachments are currently limited to one per avatar. This is viewed by some as too restrictive.
  • This limit was set to allow the overall potential for a performance impact of attached Animesh objects to be limited (e.g. going to a club where everyone is wearing 4 or so Animesh attachments – hair, pets, and the like, all with their own skeleton and animation, all doing their own thing, could see the viewer take a significant performance hit).
  • Some are seeing it as a tablets-of-stone limit and are wanting it raised from the outset (to between 2 and 3 Animesh attachments per avatar – in part, this appears to be due to a preference for using Animesh over the additional bones within the avatar skeleton for some attachments).
  • Vir has indicated that the limit will not be increased during this initial deployment of Animesh, but the Lab will monitor the limit, and a possible future increase is not out of the question.
    • It is easier to relax an initial than it is to restrict them after rolling-out a capability – which is the situation the Lab wants to avoid (e.g. by – say – allowing 3 Animesh avatar attachments out-of-the-gate, then having to cut it back to 2 or 1 at a later date,due to the performance impact the capability is having).

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 Bake  Service.

Resources

Current Status

  • Anchor Linden is continuing to work on viewer-side bugs. In the next version of the viewer, an avatars appearance should correctly update in the Edit Appearance mode when changing applied textures.
  • The project viewer updates are now with the Lab’s QA team. However, and update made to the project viewer doesn’t mean that it will be progressing to release candidate status just yet.
  • As per my previous CCUG summary, the project viewer will not initially have LSL support for Bakes on Mesh – this will likely be added as the project as a whole iterates.

Environment Enhancement Project (EEP)

Project Summary

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 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.

Resources

Current Status

  • Work is progressing on the project viewer, which should be appearing SoonTM – possibly in the next two weeks, with back-end EEP support available on Aditi (the Beta grid) – supported regions TBD.
  • There is a long-term issue with land ownership on Aditi which is unlikely to be resolved before EEP is deployed to Aditi.  This means that it is likely the Lab will set up a series of test parcels on Aditi and assign them to people manually for testing EEP capabilities at parcel level.
  • It’s not clear how walls and other structure will affect crepuscular rays.

Additional Discussions

Particle System Updates

Particle wizard Tyrehl Byk (learn more about his work here and here) is back in Second Life and looking to produce more of his stunning shows. In the meantime, he has filed a feature request to improve particle capabilities in Second Life (see BUG-214757 – “Within the current llParticleSystem parameters, three new data points would be established that could be referenced by a particle script which would facilitate an exponential change in how particles are seen by SL residents”).

Oz Linden has indicated this is something the Lab would like to implement; however, while the feature request has been imported for tracking in their internal JIRA,they currently do not have the viewer-side resources to take on the work.

That’s one I would like to have had … The hardest part of that one is the viewer side, because that’s where the particle stuff actually happens. So if you’re interested in accelerating that one, Tyrehl, then find a third-party viewer dev who will dummy up the support in the viewer, then we’ll be able to do the server-side relatively easily.

Oz Linden on feature request BUG-214757

So if there is a third-party viewer developer out there who is interested in working with Tyrehl on this feature,please contact him in-world.

Get Animation Length

While not specific to Animesh, but seen as potentially useful, is a long-starting feature request, VWR-12518, “llRequestInventoryData() – Get length of an animation (in seconds)”.

A problem here is that at present, the simulator doesn’t actually read the contents of animations to ascertain what they are doing, how long they run, etc (while there is some analysis carried out during the animation upload process, this information is not retained for later use). So for an idea like this to be implemented would require a considerable amount of server-side work which might also have performance implications, as such this request is unlikely to be implemented unless part of a much large overhaul of back-end animation support.

Next Meeting

The next Content Creation User Group meeting will be held on Thursday, July 19th.

2018 SL UG updates #26/1: Simulator User Group meeting

Oboeru; Inara Pey, June 2018, on FlickrOboerublog post

The majority of the following notes come from the Simulator User Group meeting of Tuesday, June 19th, 2018.

Sever Deployments

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

  • On Tuesday, June 26th, the Main (SLS) channel was updated with server maintenance package 18#18.06.14.516450, previously deployed to the LeTigre and Magnum RC channels, comprising internal fixes and logging improvements.
  • On Wednesday, June 27th, the release candidate channels should be updated with server maintenance package 18#18.06.22.516968, which includes Animesh on a first-time deployment for LeTigre and Magnum (having been deployed to BlueSteel in week #25), and “new Main Channel code”.

Some SLS channel regions reported double restarts on Tuesday, June 26th, and these are being investigated by the Lab.

Animesh Deployment

Follow the Wednesday, June 27th, Animesh will be live on all the major RC channels – however, as previously noted in this updates, it is still in development, and not product-ready.

The Animesh project viewer, necessary for working with Animesh and rendering it correctly, can be obtained from the Alternate Viewers wiki page.

Animesh Resources

You can find further information on Animesh via the following resources.

SL Viewer

Recent updates:

  • The release viewer updated to version 5.1.6.516459 (dated June 15th) on June 21st, formerly the Pálinka Maintenance Release Candidate.
  • A new Maintenance RC viewer, version 5.1.7.516813 and code-named Quinquina, was released on June 22nd.
  • The Animesh project viewer updated to version 5.1.6.516525 on June 22nd, and again on June 25th to version 6.0.0.516979.

The other SL viewers in the current pipelines remain as:

  • 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 (EEP)

The is still some confusion as to how EEP will work with different region / parcel windlight settings at altitude when compared to Firestorm’s parcel windlight capability. In short:

  • Firestorm allows the windlight within a parcel to be changed at any altitude using a command line construct in the About Land description floater.
    • However, this is purely a viewer-side change.
    • Anyone entering a region using a viewer that does not have the same windlight support will not automatically have the setting defined in About Land applied to their viewer.
  • EEP should ensure that windlight settings set by altitude will apply to everyone in a parcel, regardless of the viewer they are using.
    • However, windlight changes by altitude are limited to four heights: from ground level up wards; 1,000m and above; 2,000m and above; 3,000 and above.

Top Scripts and Region / Parcel Management

Some people are experiencing region performance issues  – notably around scripts, etc. It’s been suggested that making Top Scripts and Colliders visible to parcel holders within a region so they can see what in their parcel might be impacting performance has been suggested.

  • This isn’t a fresh request (see JIRA SVC-835), but it is one that hasn’t been discussed recently.
  • The concern was raised that allowing Top Scripts to be more widely visible could lead to harassment between parcel holders in a region.
  • There is also some concern that over-use of the capability could itself impact region performance, because Top Scripts is an intensive query to run.
  • Even so, it is something being take back to the Lab for further discussion, and is seen as “reasonable”, providing the ability to start / stop scripts isn’t included (griefing vector).

2018 SL UG updates #25/2: CCUG summary

Devin's Eye; Inara Pey, June 2018, on FlickrDevin’s Eyeblog post

The majority of the following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, June 21st, 2018 at 13:00 SLT.  These meetings are chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Note that the audio presented here may not be in the exact order of discussion during the meeting; as subjects were at times returned to following their initial discussion, I have attempted to bring together key points of discussion by topic / subject matter. Also, please note that audio drop-out when Vir is speaking appears to be an ongoing problem at his end.

SL Viewer

The Pálinka Maintenance RC viewer, version 5.1.6.516459 and dated June 15th, 2018, was promoted to de facto release status on Thursday, June 21st, 2018.

The 32-bit Windows Unloop RC viewer, version 5.1.6.515965 and dated June 5th, 2018, was also withdrawn as it is no longer required with the promotion of the Pálinka  RC viewer.

This leaves the official viewer pipelines, at the time of writing, as follows:

  • Current Release version5.1.6.516459 and dated June 15th, promoted June 21st – formerly the Pálinka Maintenance Release Candidate – New.
  • Release channel cohorts:
    • No viewers (at the time of writing, but a new Maintenance RC is expected).
  • 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.

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

As noted in my report here (and the official announcement from the Lab), the server-side code for Animesh was deployed to the BlueSteel RC as part of the ongoing developing and testing of the capability. For those wishing to test Animesh, there are also five dedicated Animesh test regions available (all obviously on BlueSteel at this point in time):

How quickly Animesh is promoted beyond BlueSteel depends on whether any additional bugs / issues are identified, what else is in the simulator release queue. However, it is unlikely the capability will go grid-wide until the viewer at least reaches release candidate status (at the time of writing, it is still at project viewer status).

No additional bugs have thus far been reported, although there is a claim of slight delays being experienced when starting / stopping Animesh animations.

Vir continues to work on the Animesh viewer’s bugs, which include, but are not limited to:

  • Encroachment / Position / Offsets.
  • Rigged Mesh Level of Detail / Bounding Box Issues (BUG-214736).
  • Broken Rotations Issues.
  • Dynamic bounding box issues: the project viewer (5.1.4.515420) includes updates for keeping dynamic bounding boxes going for rigged avatars (including Animesh). The calculations used in these updates for Animesh attachments “isn’t quite right” and the extent calculations can be incorrect (particularly if an Animesh object is being rendered as an imposter).

The next viewer Animesh viewer update will likely only be a merge for parity with the updated release viewer; the Animesh viewer update after that should include further fixes / changes.

There’s also more performance and stability testing to be carried out now Animesh is on the main grid and facing some “real” simulator loads, as Aditi is not representative of scripting, etc., loads simulators on Agni have to deal with, or the kind of avatar and rendering loads the viewer has to manage.

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 Status

There have been some conflicts between Bakes on Mesh and the inventory service. The latter requires an update, but this has been delayed pending updates related to another project (I presume the Environment Enhancement Project, which also requires changes to the inventory system – see below).

It is still not clear if the additional baking channels – LEFT_ARM_TATTOO, LEFT_LEG_TATTOO, AUX1_TATTOO, AUX2_TATTOO and AUX3_TATTOO, which can be access through the latest version of the Bakes on Mesh project viewer (version 5.1.6.516270, dated June 14th, at the time of writing) will be updated to support the application of alpha layers. The con / pro arguments for alpha support on these channels are seen as:

  • Against adding alpha support: alphas are primarily a means of masking the system avatar; as these five new channels cannot be used with the system avatar, there is no need to add alpha support.
  • For adding alpha support:
    • Regardless of the above, there are cases where creators may want to mask a portion of a mesh on which anyone of these channels are used.
    • Ensuring a consistent means of using alpha masking across all of the bake channels could help in reducing the overall complexity of mesh bodies and heads.

These pro points are being heard by the Lab, and will be discussed further before a final decision is made whether or not to add alpha support to the new channels.

Environment Enhancement Project (EEP)

Project Summary

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 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 God rays.

Resources

This work involves simulator and viewer changes, and includes some infrastructure updates.

Current Status

Rider Linden is working on debugging the back-end inventory system changes required to support the new EEP asset types – Sky, Water, Days (as per above). As soon as this work is completed (and presumably passed by QA), thing should be set for a project viewer to be made public, and the back-end support for EEP will be deployed to Aditi for public testing.

The first release of an EEP project viewer will not include any scripting support for the new capability – that will be added as the project viewer iterates. Details of the anticipated scripting support can be found in the project definition document, linked to above.

There was also a short discussion between Vir and Rider Linden on the ease with which sets of assets might be added to the inventory system as a result of Rider’s work.

In Brief

Collaborative Creation

The question was asked if the permissions system in Second Life could be extended to allow easier means of collaborative work.

For example: adding an option to the viewer’s Build floater that allows an item to be shared with the same permissions as granted the creator, or providing a means by which an object’s metadata includes the Agent IDs for avatars with whom it can be shared whilst maintained its original permissions.

There are currently no plans to the Lab to work on the permissions system.

Animesh / Mesh Rotation Issues

There was a discussion during the latter part of the meeting on the mesh / Animesh rotation issues. As noted in previous updates in this blog, there are likely a number of contributing factors to this problem, and the Lab has not settled on a solution.

 

 

 

Lab blogs Animesh RC deployment

Animesh will make it a lot easier to have animals roaming in Second Life (as well as other things) compared to current methods of achieving the same results

On Wednesday, June 20th,2018, The Lab completed an initial deployment of Animesh to the Blue Steel release candidate server channel.

For those not up-to-speed with Animesh, 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.

As noted in the official announcement, Animesh has been in development for some time, with the Lab working closely with the content creator community to develop Animesh, with weekly (more-or-less) meetings being held as a part of the Content Creation User Group (CCUG) meetings.

It is important to note that with this deployment, Animesh is still very much in development, and there may well be further changes before it is fully released.

Animesh Halloween boogie, October 2017. Courtesy of Alexa Linden

Those wishing to try Animesh need to note the following:

  • The server-side support for Animesh is currently only available on the BlueSteel RC regions.
    • Server support for Animesh involves adding a new message and some new LSL functions – see below.
    • If you try to run Animesh objects on a non-Animesh region, you will encounter problems: a) content won’t look right because the server won’t be sending you the appropriate messages; and b) you’ll get script errors because the region doesn’t like the new LSL calls.
  • The Animesh project viewer is required to see Animesh creations correctly. At the time of writing this was at version 5.1.6.516525, dated June 18th, 2018.
    • Animesh content will not render correctly in viewers without the necessary Animesh code.

As Animesh is still in development, and given the caveats noted above, content creators are asked not to start offering any products that are no-mod or such on the marketplace or in-world. Products should wait until at least the Animesh viewer has reached release candidate status – or even has been formally released.

Similarly, TPVs are – as usual when it comes the the Lab’s project viewers – encouraged not to adopt the Animesh viewer code for release purposes until it reaches release candidate status.

Animesh Resources

You can find further information on Animesh via the following resources.

Furthermore, I provide regular updates on the Animesh project via my Content Creation User Group updates, so you can keep up with Animesh development through these.

 

2018 SL UG updates #25/1: Simulator User Group meeting – Animesh

Cape Florida Lighthouse and Park; Inara Pey, June 2018, on FlickrCape Florida Lighthouse and Parkblog post

The majority of the following notes come from the Simulator User Group meeting of Tuesday, June 19th, 2018.

Sever Deployments

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

  • On Tuesday, June 19th, the Main (SLS) channel was updated with server maintenance package 18#18.06.06.516064, previously deployed to the RC channels. This release comprises:
    • Additional work to support localised Abuse Report categories.
    • Improvements to object updates as part of ongoing performance improvements.
    • Removal of the logging of a trivial message.
    • Internal fixes.
  • On Wednesday, June 20th, the release candidate channels should be updated as follows:
    • LeTigre and Magnum should receive server maintenance package 18#18.06.14.516450, comprising internal fixes and logging improvements.
    • BlueSteel should received server release 18#18.06.14.516474, containing server-side support for Animesh.

Animesh Deployment

The deployment of Animesh support to the BlueSteel release candidate channel marks the first phase in testing Animesh on the Main grid. For those not up-to-speed with Animesh, 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.

The viewer updates required to see / use Animesh are currently only available in a project viewer, and are still undergoing update and improvement. As such, this initial deployment of Animesh should be regarded as experimental, and may see further viewer / server-side changes. TPVs are – as usual with project viewers – encouraged not to adopt the viewer code for Animesh until it reaches release candidate status.

So Animesh will be enabled on BlueSteel. You have to be running the Animesh project viewer and be in one of those regions. Server support for animesh involves adding a new message and some new LSL functions. [The] viewer will go through the usual cycle of RC viewer and then release, [and I] don’t know exact timing yet. We have a content creators meeting on Thursdays. Talking about it today because it’s about to go to part of Agni.

Since it will now be possible to have Animesh content on Agni, that also means you can try to rez it in non-Animesh regions. If you do that, (a) content won’t look right because the server won’t be sending you the appropriate messages, and (b) you’ll get script errors because the region doesn’t like the new LSL calls.

Vir Linden discussing Animesh at the Simulator UG meeting, Tuesday, June 19th.

At the time of writing the Animesh project viewer was at version 5.1.6.516525, dated June 18th, 2018.

As well as TPVs being asked not to adopt the current Animesh viewer code, content creators are being encouraged not to start marketing / selling Animesh items at this point in time.

For the sake of customers, it’s probably NOT a good idea to start offering any products that are no-mod or such on the marketplace. I know there will be really cool things available soon, but with the limited servers and viewers and confusion that will cause, please wait a bit.

Simon Linden on selling Animesh content

Animesh Resources

You can find further information on Animesh via the following resources.

Furthermore, I provide regular updates on the Animesh project via my Content Creation User Group updates, so you can keep up with Animesh development through these.

SL Viewer

The Animesh viewer updates to version 5.1.6.516525, on June 18th. Otherwise the remaining viewers in the current SL pipelines were, at the time of writing, as follows:

  • Current Release version 5.1.5.515811, dated May 31, promoted June 1 – formerly the Love Me Render Release Candidate – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Pálinka Maintenance RC viewer, 5.1.6.516459, dated June 15.
    • 32-bit Windows Unloop RC viewer, version 5.1.6.515965, dated June 5 – specifically for 32-bit Windows users caught in the 64-bit install loop (see here for more). Otherwise, the viewer is functionally identical to release version 5.1.5.515811.
  • 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. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

Environment Enhancement Project

This is 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
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
  • There are no EEP parameters for manipulating the SL wind.

This work involves simulator and viewer changes, and includes some infrastructure updates.  The latter include a new build of the inventory service in order to handle the new windlight assets. At the SUG meeting, Oz indicated this build in now with the Lab’s QA team.

Also, as well as supporting the new EEP, the simulator will provide the old style settings values in the same way it does now for any viewer that lacks support for the new windlight settings objects.

Cloud Move

Not a lot to report, other than Oz indicated there have been some early experiments with placing some some inventory databases  – those supporting Lab staff avatars – into the cloud, and things seem to be working. No end users have heir inventory in the cloud as yet, but when – in time – things do start to expand to include user-related data, it should be completely transparent, with users unable to tell if their inventory is being managed on the back-end by hadrware at the Lab’s data centre or via cloud-based infrastructure.

2018 SL UG updates #24/3: TPVD meeting

Woods Club; Inara Pey, June 2018, on FlickrWoods Clubblog post

The majority of the following notes are taken from the TPV Developer meeting held on Friday, June 15th 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it.

SL Viewer

  • The Pálinka  Maintenance RC updated to version 5.1.6.516459 on Friday, June 15th.
  • The Bakes on Mesh project viewer updated to version 5.1.6.516270 on Thursday, June 14th.

The rest of the current SL viewer pipelines remain as follows:

  • Current Release version 5.1.5.515811, dated May 31, promoted June 1 – formerly the Love Me Render Release Candidate – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • 32-bit Windows Unloop RC viewer, version 5.1.6.515965, dated June 5 – specifically for 32-bit Windows users caught in the 64-bit install loop (see here for more). Otherwise, the viewer is functionally identical to release version 5.1.5.515811.
  • 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.

[13:07-13:30] The 360 snapshot viewer has been stalled pending other work (such as support for uploading 360 images to Second life Place Pages) and for resources to work on it – but it has not been forgotten.

Upcoming Viewers

  • [4:15-4:36] Voice update: there should be a new Voice RC viewer arriving, hopefully in the next two weeks. This will contain a new SL voice updated from Vivox.
  • [5:56-6:26] Texture caching: a project viewer re-working texturing caching should be appearing soonTM. This viewer (and the work related to it) is currently on hold pending the Environment Enhancement Project (EEP). When it does appear, the Lab is confident it will make a noticeable improvement to viewer performance.

Animesh Mini-Update

Please refer to my CCUG meeting summary for more on the status of Animesh.

[0:24-2:46] The Lab is aiming to try to get Animesh deployed to a release candidate channel on Agni (the Man grid) during week #25 (week commencing Monday, June 18th, 2018). It is not 100% certain there will be a deployment but, according to Oz, if it does go ahead, it will likely be a part of the RC deployment to the BlueSteel channel. Region holders wishing to test Animesh can request their region be moved to the required RC via a support ticket.

Note that the viewer supporting Animesh will remain at project release status for the time being.

[38:28-42:40] discussion – voice and chat of the Animesh 90-degree rotation issue. Again, all see my CCUG meeting notes, linked to above.

Region Crossings

[4:42-5:50] Work on trying to improve region crossings on the simulator side of the equation is continuing. The messaging changes as a result of this work  are being ported to the SL viewer, and should appear in a future Maintenance branch of the viewer, although the messaging updates themselves are not expected to have any real effect on improving region crossings from a viewer perspective.

The simulator changes are being handled one at a time, and will be appearing in simulator RC updates over the course of the next few months.

In the meantime, and as reported in my Simulator User Group updates (see here for an example), user Joe Magarac (animats) has developed a viewer-side update to help correct some of the region crossing issues within the viewer, particularly in relation to “partial unsits”. His work is likely to be featured in the upcoming Firestorm release, and I’ll have more on that in my review of that release. It’s not clear if these changes have been contributed to the Lab (or if they would be accepted if they have).

Global Experiences

[14:58-17:45] There have been concerns that the roll-out of grid-wide experiences will mean automatic opt-in to such activities, rather than consented opt-in. This will not be the case: grid-wide will function the same as current region / parcel experiences – consent will need to be granted via a dialogue box. Only experiences developed by Linden Lab may have automatic opt-in, although none of the Lab’s experiences to date use this, and there are currently no plans to deploy any that do.

The only difference with grid-wide experiences and current experiences is that the land owner doesn’t have to explicitly allow grid-wide experiences (it will – I understand – instead be a case of land owners opting out of grid-wide experiences if they don’t want them on their land).

There has also been a request to make experience dialogues when requesting the ability to take control to be friendlier  / more informative on the grounds that people are scared of them.

[23:30-37:00] There is an extended discussion (mostly text) over unintended consequences of experiences when combined with tools such as avSitter (and / or RLV), and the potential for abuse. This includes a discussion on how to make it easier for users to discover what is acting on their avatar through the viewer UI (and the problems in trying to do so).

In Brief

  • [3:28-3:58] https move – work is progressing on moving all of the SL web services to https: – however, this work has been more of a background task of late while the web services team work on other projects. So, not time frames on when the various services still to be moved will do so.
  • [8:44-9:58] SL wiki edit rights / JIRA comments rights: because of issues with spam bots, etc., both the SL wiki and the SL JIRA has been locked from casual editing (wiki) / making comments on reports (JIRA).
    • If you have a valid need to edit SL wiki pages, submit a support ticket with a request for edit rights. All requests are reviewed and access granted on the outcome of said review.
    • If you have a valid reason to want to comment on SL JIRA reports, you should e-mail a request with your SL user name and why you are requesting access to letmein-at-lindenlab.com.
    • Note that the JIRA lock does not prevent people from raising JIRA bug reports and feature requests.
  • [22:48-23:28] The Read Off-Line Messages Capability: there have been a couple of issues in handling Friend and Group requests received while off-line. These are being addressed server-side, and it is hoped the code will be with QA in week #25 (commencing Monday, June 18th, 2018), and will hopefully be deployed shortly thereafter.