SL project updates 46/2: Content Creation User Group

A rally of (Animesh) raptors on Aditi

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, November 16th, 2017 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 article – thanks to Medhue, as always, for the recording. Time stamps in the body text will open the video in a separate tab for ease of reference to the relevant parts of the text. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so some time stamps may appear to be out of sequence.

Animesh (Animated Mesh)

“I like the name ‘animated objects’ because I think it’s unambiguous, but it takes a long time to type!” – Vir Linden joking about the name “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.

In short, an Animesh object:

  • Can be any object (generally rigged / skinned mesh) which and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • Can be a single mesh object or a linkset of objects (link them first, then set them to Animated Mesh via the Build floater > Features).
  • Has been flagged as and Animesh object in the project viewer, and so has an avatar skeleton associated with it.
  • Can use many existing animations.

However Animated objects will not (initially):

  • Have an avatar shape associated with them
  • Make use of an avatar-like inventory (although individual parts can contain their own inventory such as animations and scripts)
  • Make use of the server-side locomotion graph for walking, etc., and so will not use an AO
  • Use the avatar baking service
  • Will not support its own attachments in the initial release.

These are considered options for follow-on work, possibly starting with the notion of a body shape (to help with more fully-formed NPCs).

Resources

Mod Keys Proposal

For background information on this, please refer to the forum posts by Piscine Mackenzie and Medhue Simoni, together with feature request BUG-139168, together with my notes from the more recent CCUG meetings.

[0:46-2:53] The proposed scripted mod key capability to allow attachments to be made to No Mo Animesh characters has now been determined to be a much more extensive piece of work than originally thought, and so will not be implemented as a part of the initial Animesh project.

However, the Lab will be tackling it as a project in its own right “some time in the future”.

Remaining Bugs / Remaining Items

[3:32-4:55] The list of remaining bugs/ items to be looked at is summarised as:

  • A couple of crash bugs in the viewer to be fixed. These are related to switching between the animated and non-animated states with an Animesh object.
  • Code optimizations need to be completed and the Animesh code in general requires some clean-up.
  • LOD rendering issues on Animesh objects needs to be fixed.
  • Animesh imposting needs to be fixed.
  • Left-clicking on rigged mesh doesn’t work well, and this applies to Animesh objects as well (right-click Touch should work), so needs to be addressed.
  • Performance analysis needs to be carried out to determine necessary / best adjustments to costs / limitations (LI, tri count, complexity).

[4:56-5:45] Baking service updates: there is a couple of bugs in the baking service Anchor Linden is currently investigating, and which need to be resolved for Animesh. One of these can cause incorrect adjustments to be made to an avatar’s height calculation when an Animesh object is attached.

Any other issues people have noted not already filed via the JIRA (see the link to the JIRA filter, above), should be filed as bug reports ASAP.

Costs and Limits

[7:30-8:25] One of the reasons limits need to be examined is that currently, is that LI calculations are based on an object’s scale, whereas the LOD is effectively based on the rigged scale, potentially allowing the cost of the objects to be gamed between the two. This is in part the reason why the Lab has opted for tri counts being a limit with Animesh. However, Vir would like to get a fix in to prevent this kind of gaming; the problem here being the potential for breaking existing content.

[8:25-9:19] Testing will hopefully allows the cost of Animesh objects to be more defined by their complexity than on a fixed land cost, which will be a much smaller component in the overall limits than currently the case 200 LI), and will likely be a “base” LI based on the impact of the avatar skeleton.

[9:39-10:14] The eventual cost might be a combination of a base land impact and a complexity multiplier, although there are issues here with rigged objects being treated as unrigged when calculating rendering costs, which needs to be addressed.

[10:21-10:52] Vir is wary of making too many changes on impact / cost calculations just for Animesh, as there is a broader project to improve complexity cost calculations in general, which is currently on hold pending the introduction of Animesh.

[41:31-43:28] tri count vs Land Impact: in line with the above, Vir is not convinced that “just letting the Land Impact” determine if an Animesh can be rezzed is viable, as has been suggested. There are sufficient issues with the current avatar complexity calculations that, when fixed, could mean that even if a tri count is discounted as a direct Animesh constraint, avatar models converted to Animesh would still be prohibitively expensive from a complexity standpoint.

[43:47-45:16] As with mesh currently, Animesh will not bypass the accounting system if made temp-on-rez.

[45:23-54:50] More discussion on limits / costs, the need for testing, and on the Lab’s approach to preferring to apply costs over limits and the ability for users to determine what they see (as with avatar complexity / Jellydolls), balanced by a desire to get people to think more in terms of optimising their content. Part of the tension with limits / costs seems to be creators are unwilling to develop content, push at the current (arbitrary limits), etc., out of concern that the effort spent building and testing could be wasted / the Lab is hoping people will build, test (and even break) things (including the viewer) so a more accurate assessment of limits can be made prior to release, with the option of making further adjustments further down the road, if necessary.

[54:53-56:11] Would it be possible to have different tri count limits for worn Animesh vs rezzed Animesh – higher for the former compared to the latter? Possibly, but tricky.

Animesh as a Build Floater Option Discussion

[19:28-40:00] A lengthy discussion on having Animesh a toggle feature in the Build floater, rather than something set on upload, and how that might discourage makers of modifiable avatars from producing “Animesh versions” because users could in theory get a set of suitable scripts and animations and attempt to use them with the versions they already have.

The discussion is lengthy, and involves numerous issues, including the extent to which users trying to convert things themselves over buying a “dedicated” Animesh creation (would scripts and animations intended to animate an elephant really work that well in a tiger, for example?); creators’ rights vs. users’ rights with mod items; the decision process behind making the Animesh option a Build floater tool (e.g. it is in keeping with the permissions system – if an item if modifiable, it should include converting it to Animesh, if appropriate; it could help speed the adoption of Animesh – creators could release kits to convert their existing products, rather than entire new products, etc). The overall consensus appears to be having the option in the Build floater is better than trying to restrict it.

Animesh Sitting

[56:28-56:58] As discussed in past meetings, Animesh bodies will not be able to sit in the same manner as an avatar (by being made a child of the object on which it is sitting). Animesh should be able to adopt a sitting animation it contains, like a ground sit, however). The latter obviously won’t give the same flexibility as the former.

Bakes on Mesh

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. The project is in two phases:

  • The current work to update the baking service to support 1024×1024 textures.
  • An intended follow-on project to actually support baking textures onto avatar mesh surfaces (and potentially other mesh objects as well). This has yet to fully defined in terms of implementation and when it might be slotted into SL development time frames.

This work does not include normal or specular map support, as these are not part of the existing baking service.

[11:47-12:55] Again, this is a separate project to Animesh, and neither is contingent upon the other. However, using bakes on mesh with Animesh objects will likely come after any follow-on Animesh project to the current work, as Animesh objects will require some notion of an avatar shape to work with the baking service.

[12:56-14:22] There are no plans at present to offer LSL functions or a script API for bakes on mesh, due to the complexities of the baking service. If such a capability is seen as needed, a feature request JIRA explaining why and the benefits should be submitted.

[16:35-19:12] The goal is to have the baking service work in such a way that creators can use the Appearance floater to assign the use of baked textures to object faces which correctly correspond to the different avatar elements (so for example, an upper body composite texture is correctly applied to the upper body faces on a mesh avatar). Once this has been set, users selecting the clothing layer would then see it correctly applied to their avatar in the same way as clothing layers are applied to the system avatar.

Next Meeting

The next CCUG meeting will be on Thursday, November 30th (week #48), due to week #47 being US Thanksgiving week, and the Lab taking a holiday break on Thursday, November 23rd / Friday November 24th.

 

SL project updates week #46: server viewer

Khodovarikha; Inara Pey, October 2017, on Flickr Khodovarikhablog post

Server Deployments

  • There was not deployment on the Main (SLS) channel on Tuesday, November 14th, leaving servers running simulator version #17.10.06.509394.
  • On Wednesday, November 15th, the three RC channels should be updated with a new server maintenance package #17.11.11.510664, comprising internal fixes and a user-visible fix for BUG-139176, “Issue with OBJECT_REZZER_KEY reporting incorrectly after linking and delinking prims.”

SL Viewer

There have been no SL viewer updates since the end of week #45, leaving the current viewer pipelines as follows:

  • Current Release version 5.0.8.329115, dated September 22, promoted October 13 – formerly the “Moonshine” Maintenance RC.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Maintenance RC viewer, version 5.0.9.329795 November 8.
    • Alex Ivy 64-bit viewer, version 5.1.0.510354, November 2 (still dated Sept 5 on the wiki page).
    • Voice RC viewer, version 5.0.8.328552, October 20 (still dated Sept 1 on the wiki page).
  • Project viewers:
  • Obsolete platform viewer version 3.7.28.300847, dated 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.

Animesh Mod Keys Proposal

One of the major subjects of discussion with Animesh is enabling attachments to be added to existing Animesh objects. In short, many pets and characters are created as No Modify objects, to help protect their capabilities. Thus, as No Mod objects, Animesh characters cannot be accessorized (the owner of an Animesh horse cannot add  / remove a saddle from an Animesh horse, for example). As Piscine Mackenzie explains in the forum, with highlights by Medhue Simoni, making Animesh pets  / characters Modify opens them to the risk of exploitation.

To this end, the Content Creation User Group has been a focus of discussion on overcoming this problem (see here and here). One proposal for handling the issue, which would also allow for broader capabilities, has been put forward via feature request BUG-139168. However, this could take some time to implement, delaying Animesh.

As an alternative, Vir Linden put forward the idea of a scripted mod key capability which would allow attachments to be linked and unlinked from an Animesh object, and more recently he has expanded on this idea with an outline proposal. This could provide a suitable foundation for allowing Animesh to move forward with a link / unlink capability, allowing further capabilities for a broader range of use cases to be added later.

Vir’s proposal will most likely be a core subject of discussion at the next Content Creation User Group meeting on Thursday, November 14th, 2017.

Breedable Issues

The HTTP updates earlier in 2017 resulted in issues with ABC horses being unable to give birth, which came down to the volume and timing of requests being made by the horses (see BUG-134275). The issue was eventually fixed by the horse maker making some changes in the number and timing of the requests sent by each horse, and by a server-side change in how the requests were authenticated.

However, issues have been noted on some regions breeding Stray Cats. It’s not clear if this  a similar issue, or something else. Those experiencing similar issues might want to raise a JIRA so the Lab can investigate and advise whether the creators of their breedable animals need to make an adjustment to their scripting.

 

November 2017: Web User Group, SL viewer

Grumpity and Alexa Linden host the Web User Group meetings on alternate Fridays at Alexa’s barn

The majority of these notes are taken from the Web User Group meeting held on Friday, November 10th, 2017. These meetings are generally held on alternate Fridays, and 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.

Not all of these topics will be discussed at every meeting, however, the intention within the group is to gain feedback on the web properties, pain points, etc., and as such is very much led by comments and input from those attending. Along with this are two points of note:

  • Specific bugs within any web property  – be it Marketplace, forums Place Pages or anything else), or any specific feature request for a web property should be made via the Second Life JIRA.
  • Alex Linden provides routine updates on the Lab’s SL-facing web properties as and when appropriate, which can be found in the Second Life Web thread.

Marketplace Related

Marketplace Search

  • Search can be too broad (even with the boolean functions). for example, attempting to search by store name can bring up avatar names, many of whom do not have an active store. Addition of more refined filtering mechanisms (check boxes?) could help eliminate some of these problems. This was noted at “useful feedback”.
  • Boolean search, whilst useful, can also be limited in impact when trying to eliminate things like demos from results, although this seems to be down to the creative use of demo item descriptions to foil the use of booleans like “XXX NOT demo”, and is thus harder to overcome.

Marketplace Listings

  • Default order for listings on the Manage Listing page is date ascending (oldest to newest).  It would make more sense – particularly when creating new listings – to have the default as date descending (newest to oldest), so that the newest listings – and the ones most likely to need editing – appear at the top  / on the first page of a listing – or have the merchants preferred listing order saved. This has been a JIRA issue since 2014 – see BUG-4705. It’s now regarded as something that “should be” fixable, and has been added to internal tracking by Alexa.
  • Grouping Colour variants for items has often been requested – for example, see BUG-6424 and feature request BUG-10853. This is seen as a much harder capability to add to the MP.

Marketplace Gifting

  • Some people apparently get confused over the gifting work flow: this should be: find the item > click Add to Cart as a Gift > enter recipient’s name & a message > click Finished > go to the shopping cart icon (top right of the window) to purchase / send. However, after entering the recipient’s information, some people at clicking on the Buy Now button in error, thus purchasing the item for themselves. See also WEB-3020 and feature request WEB-3531.
  • Gifting requires recipient’s full user account name not Display Name – as the latter can default to sending a gifted item to a recipient with an account name matching the display name. Note that “Resident” should be automatically appended to any single name account entered.

Marketplace Clean-up

Another long-standing request in for some form of Marketplace clean-up. For example, there are good for say that may contravene more recent SL policy changes; there are goods for sale and unsupported because the creators have long since left Second Life; there are goods listed on the marketplace that have not sold in years, and the creators (if still active have not removed), and so on.

The problem here is how should any removal be policed? Even if a creator has departed SL, it doesn’t mean their goods are no longer being purchased? How should a time limit for force removal of non-selling goods be enforced? One year without a sale? Two? Three? More?

Clean-up is something the Lab has been struggling with and considering different approaches. There may also be possible alternatives to removal – such as more refined weightings on search capabilities, or the ability to see when an item was last updated. At the moment, Alexa and Grumpity are on a feedback mission concerning this issue, so except this subject to droll forward in future meetings.

Listing fees: once suggestion for handling the proliferation of various listing types was for listing fees to be added, potentially tied to a benefit for Premium members. This understandably caused heated debate (particularly given the January 3rd 2018 increase in fees for processing credit transactions) – with creators at the meeting divided on the matter. However, it’s important to note this was just a suggestion; it is not something the Lab is planning on introducing.

Second Life Maps

Two specific requests were made:

  • Update the map generation to properly display mesh in map tiles.
  • Fix region surrounds causing a region’s map tile to be displayed as a blank green tile.

Commenting collectively on these, Grumpity Linden said:

Maps… yeah, we’d like to do that and have several ideas for how, but none of them are easy fixes. Map tile generation is different from displaying them… and none of the ideas for fixing the generation are easy or fast.

A Note on JIRA Acceptance

This routinely comes up at Content Creation meetings and came up at the Web meeting, so is worth repeating.

Following initial triage by Linden Lab (roughly daily for bug reports, usually weekly for feature requests), the status of a JIRA may be updated to “Accepted”. However, this does not mean it will be actioned in the near future.

Depending on the nature of the JIRA, “Accepted” may result in it being prioritised and actioned in the short-term; however it may also mean it has been imported and tracked by the Lab, but held for action pending the clearance of more urgent items / ideas that necessarily need to be actioned ahead of it or it may be tracked until such time as it (or something like it) fits into a tranche of work / updates the Lab is planning to implement.

SL Viewer Updates

The SL viewer is not specifically discussed at the Web User Group, however, in keeping with my summary of recent viewer updates which generally forms a part of my SL project updates, here’s an end-of-week summary of changes.

  • The current Maintenance RC viewer updated to version 5.0.9.329795 on Wednesday, November 8th.
  • The Animesh project viewer updated to version 5.0.9.329815 on Thursday, November 9th – see here for more.

Otherwise, the SL viewer release pipelines remain as:

  • Current Release version 5.0.8.329115, dated September 22, promoted October 13 – formerly the “Moonshine” Maintenance RC.
  • Release channel cohort:
    • Alex Ivy 64-bit viewer, version 5.1.0.510354, November 2 (still dated Sept 5 on the wiki page).
    • Voice RC viewer, version 5.0.8.328552, October 20 (still dated Sept 1 on the wiki page).
  • Project viewers:
  • Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

SL project updates 45/2: Content Creation User Group

A rally of (Animesh) raptors on Aditi

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, November 9th, 2017 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 article. Time stamps in the body text will open the video in a separate tab for ease of reference to the relevant parts of the text. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so some time stamps may appear to be out of sequence.

Animesh (Animated Mesh)

“I like the name ‘animated objects’ because I think it’s unambiguous, but it takes a long time to type!” – Vir Linden joking about the name “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.

In short, an Animesh object:

  • Can be any object (generally rigged / skinned mesh) which and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • Can be a single mesh object or a linkset of objects (link them first, then set them to Animated Mesh via the Build floater > Features).
  • Has been flagged as and Animesh object in the project viewer, and so has an avatar skeleton associated with it.
  • Can use many existing animations.

However Animated objects will not (initially):

  • Have an avatar shape associated with them
  • Make use of an avatar-like inventory (although individual parts can contain their own inventory such as animations and scripts)
  • Make use of the server-side locomotion graph for walking, etc., and so will not use an AO
  • Use the avatar baking service
  • Will not support its own attachments in the initial release.

These are considered options for follow-on work, possibly starting with the notion of a body shape (to help with more fully-formed NPCs).

Resources

Viewer Progress

[3:51-5:33] The project viewer updated to version 5.0.9.329815 on Thursday, November 9th.

  • The major change is that Animesh linksets can now include non-rigged items (e.g. prims), and allow the root objects to be a prim rather than a rigged mesh.
  • Animesh objects should now render the same way as mesh attachments and generate shadows.
  • The viewer also includes a number of bug fixes.

[42:25-44:50 + text chat] However, while the root of an Animesh object can now be a prim, this doesn’t mean mesh objects such as pets can be dropped in-world (e.g. so someone could “pick up” their Animesh pet, carry it, then put it down again somewhere else), because the code required for “dropping” mesh is not provided on the simulator on the ground that dropping meshes can cause physics issues.

Animesh Attachments

Note: there is an extensive discussion in text chat around this subject from the 13:00 minute mark which continues throughout the meeting.

[12:59-18:06] One of the major subjects of discussion with Animesh is enabling attachments to be added to existing Animesh objects (see here and here). In short, many pets and characters are created as No Modify objects, to help protect their capabilities. Thus, as No Mod objects, Animesh characters cannot be accessorized (the owner of an Animesh horse cannot add  / remove a saddle from an Animesh horse, for example). As Piscine Mackenzie explains in the forum, with highlights by Medhue Simoni, making Animesh pets  / characters Modify opens them to the risk of exploitation.

One proposal has been put forward via feature request BUG-139168. Vir Linden has also put forward a number of ideas. Of these, the mod key proposal (2nd bullet point in Vir’s notes and somewhat aligned to BUG-139168) is seen as a potential solution, with LlAllowInventoryDrop used to avoid the need for the root Animesh object having to be modify (and leaving it exposed to the exploits outlined by Piscine and Medhue). Vir is currently seeking further feedback from people on this being a possible approach, or if there are other potential alternatives.

  • [21:11-22:51] Two concerns on this approach are that a) any scripted mod key capability could be withdrawn at any time by the creator, potentially leaving users with broken content. However, there is no obvious means of safeguarding against this (unless it is made some kind of one-time function operation by the Lab, if possible); b) there is a risk the mod key could be accidentally exposed / leaked in being shared between those using it.
  • [25:52-26:12] The most “obvious” means of handling this issue would be to implement a change to the permission system to cater for the specific user-case of allowing attachments to be added to Animesh objects. However, the Lab is hesitant to consider such changes due to the risk of unintended impact, risk of content breakage, etc. As such a precise proposal on how to update the permissions system and the use cases it would meet would have to be properly defined for consideration.
  • [28:15-30:40] A suggestion is made to have a new flag “only allow scripts compiled by the object creator run on this object”. However, this could limit cases where models are built by one person, animated by another and scripted by someone else, or situations where a creator is using full permission scripts sold by another creator, etc., and so seen as potentially less than ideal.
  • [56:07-1:01:56] Determining whether Animesh attachments capabilities (e.g. using the mod keys idea) can or cannot be implemented relatively easily is seen by the Lab as a critical aspect to moving Animesh towards a release. If doing so proves problematic, the project will likely move ahead without such a capability being implemented. In the meantime, as there isn’t currently an available solution, creators are advised to handle Animesh the same as any other product they are developing for the time being, and focus on Animesh at the functional level.
    • [1:01:57-1:05:05] An example of complexity is defining how a mod keys capability would work. If it is limited to one specific group of people creating a poduct line, it is relatively easy to control. However, if a creator wants too support an ecosystem whereby other creators can all offer attachments for a product, then it becomes far more complicated in terms of keeping the mod key secure.

Given the complexity of this subject, continued discussion through the Animesh forum thread is encouraged.

Animation Playback Speed

[51:47-52:37] It has been noted that the speed of the animation depends on the distance from the viewer’s camera to the animated object – see BUG-134259 and this MP4 (note particularly the two elephants). This appears to be the result of the debug UseAnimationTimeSteps being set to TRUE (default viewer behaviour). Setting it to FALSE fixes the issue, and doesn’t appear to cause any other performance impacts.

Land Impact and Other Limits

[54:53-56:05] It’s unlikely that the current baseline limits (LI, tri count, rendering), will be altered  until there is confidence that the viewer functionality is relatively stable in terms of features, bugs, etc., at which point reliable performance testing can begin. Once this point is reached, then the Lab will be able to gather reliable data in order to start adjusting / potentially relaxing the limits.

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; a new environment asset type that can be stored in inventory and traded through the Marketplace / exchanged with others; scripted, experience-based environment functions, an extended day cycle and extended environmental parameters. This work involves both a viewer updates (with a project viewer coming soon) and server-side updates.

Current Status

[8:25-10:32] Rider Linden is “very close” to removing the old windlight environment code from his EEP version of the viewer, allowing it to use all the new EEP assets, allowing the local environment to be set via windlight inventory assets.

Once this can be done, test regions capable of supporting the assets will be established on Aditi (the beta grid), and a project viewer will be made available for more general testing.

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. The project is in two phases:

  • The current work to update the baking service to support 1024×1024 textures.
  • An intended follow-on project to actually support baking textures onto avatar mesh surfaces (and potentially other mesh objects as well). This has yet to fully defined in terms of implementation and when it might be slotted into SL development time frames.

This work does not include normal or specular map support, as these are not part of the existing baking service.

Current Progress

[35:41-36:33] The performance testing has been carried out, and the results point to the need for additional bake host servers to account for the additional load in handling the higher resolution textures.

Other Items – In Brief

  • [36:30-37:29] Region crossing loads: the question is asked about what is the biggest load / cause of lag on region crossings (direct or TP). The short answer is scripts. That is, suspending them, saving their state, packaging them, handing them off to the next simulator, unpacking them alongside everything else (e.g. the avatar and / or vehicle they are running against), setting them back to running from their saved state. Obviously, the more individual scripts an avatar (+ vehicle, where used) is running (regardless of individual script size), the bigger the load placed on the hand-off process / receiving region.
  • [47:03-47:19] Materials system update: this is frequently requested, but currently the Lab do not have any plans to revisit the materials system.
  • [49:32-49:45] Cannot pathfind through a hollow object – intentional? Short answer – yes; physics simulations going into concave objects is expensive
  • [49:45-50:18] Will RenderVolumeLOD be revisited? – Short answer – yes, as a part of the work in re-evaluating rendering costs, land impact, etc.

 

SL project updates 45/1: server, viewer

Sol Existence; Inara Pey, October 2017, on FlickrSol Existenceblog post

Server Deployments for Week #45

As always, please refer to the server release thread for updates and the latest news.

On Tuesday, November 7th, the planned Main (SLS) channel deployment was cancelled when the restart system overloaded while trying to restart a few thousand regions around the same time. Some reported that RC regions were also being restarted during the deployment attempt, which may have contributed to the problem – although this has yet to be confirmed as being the case by the Lab.

Once the cause of the problem has been diagnosed, the deployment will be re-tried, although Oz Linden indicated this may not be before the usual Tuesday deployment in week #46.

There is no planned deployment to the RC channels on Wednesday, November 8th, 2017.

SL Viewer

The Wolfpack RC viewer which was functionally identical to the release viewer, but included additional back-end logging, was withdrawn from the Alternate Viewers page at the start of week #45. Otherwise, the viewer pipelines remain as for the end of week #44:

  • Current Release version 5.0.8.329115, dated September 22, promoted October 13 – formerly the “Moonshine” Maintenance RC.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Alex Ivy 64-bit viewer, version 5.1.0.510354, November 2 (still dated Sept 5 on the wiki page).
    • Maintenance RC viewer, version 5.0.9.329707 October 31.
    • Voice RC viewer, version 5.0.8.328552, October 20 (still dated Sept 1 on the wiki page).
  • Project viewers:
  • Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

New Premium Benefit

On Tuesday, November 7th, 2017, Linden Lab announced their new Premium benefit: a 90-day transaction history – read more here and here.

SL project updates 44/2: TPV Developer meeting

The updated official viewer splash screen for general users (i.e. not first-time log-in)

The following notes are taken from the TPV Developer meeting held on Friday, November 3rd 2017. The video of that meeting is embedded at the end of this update, my thanks as always to North for recording and providing it.

SL Viewer

The Voice RC viewer has one remaining significant bug, which causes some of those on the Windows version of the viewer to connect to the wrong voice channel, which is preventing this viewer progressing further.

The 64-bit Alex Ivy RC viewer updated to version 5.1.0.510354 on November 2nd, 2017. Overall, this viewer is described as doing “really well”, although there are still crash issues with it. These are most noticeable with people on 32-bit Windows systems (those on 64-bit versions of Windows running the 64-bit version of the viewer are experiencing far fewer crashes).

The latest update should correct issues with the viewer’s updater, and it is likely more users will be added to the RC cohort usage pool before this viewer is promoted to release status.

Work is once again proceeding with the 360-snapshot viewer, with improvements to image quality and processing speed, and a new update should be appearing soon. The Lab is also working on a new means to upload 360 snapshots from the viewer to SL Place pages.

Inventory UDP Messaging

Work has started in deprecating all UDP inventory messaging. This is not progressing “super fast”, as it is being progressed alongside other work, and the projected end date is some time “fairly soon” after the end-of-year holidays, when back-end support for the UDP messaging will be turned off. This means that any active viewers still using the UDP inventory handling routes should be making the move to HTTP.

No Change Windows

With the end-of-year holiday season approaching, the Lab is looking at dates for no change windows – periods when they will not be making and simulator or viewer releases, and would prefer to see TPVs do the same.

The first of these periods will be the US Thanksgiving holiday period, when a no change period is liable to be enforced from Wednesday, November 22nd, with the all-clear on Monday, November 27th (subject to formal confirmation).  The Christmas no change window is still TBD, but will likely be from at least Friday, December 22nd through until shortly after the new year.

Other Items

Resource Usage tools

Chalice Yao has proposed a feature to the Firestorm team to allow users better understand the resources they are using, both through their avatar’s VRAM usage and the VRAM, triangles and vertices for any selected object (see FIRE-21793). As the Lab is currently working on amending how rendering cost calculations, a more detailed discussion on these ideas has been tabled for the next TPV Developer meeting, on Friday, November 17th.

Firestorm Release

The next Firestorm release has been delayed of late, but recently entered beta testing, with the aim of it appearing before the end of the year. When it arrives, I’ll have me usual overview of significant updates, but Beq Janus recently blogged about a couple of updates she has contributed to the release, and the Lab have indicated their own interest in possibly adopting the updates, if contributed.

Second Life Minimum System Requirements

It has been noted that the specified minimum system requirements for Second life may be out-of-date (see BUG-139301), and this may be exacerbated with the Alex Ivy viewer. It’s likely that the specifications will be looked at again.