SL project updates 38/2: Content Creation User Group

Content Creation User Group Meeting, Hippotropolis Camp Fire Circle

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, September 21st, 2017 at 13:00 SLT at the the Hippotropolis Camp Fire Circle. 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 steamed the meeting to You Tube, and his video is embedded at the end of this article. Time stamps to the recording are included below, and clicking on any of them will launch the video in a separate browser tab at the assigned point. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, time stamps may appear to be out of sequence in relation to the recording.

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.

  • Animated objects can be any rigged / skinned mesh which is correctly flagged as an animated object (so it has a skeleton associated with it), and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • The capability will most likely include a new flag added to an existing rigged object type in order for the object to be given its own skeleton.
  • At this point in time, this is not about adding fully functional, avatar-like non-player characters (NPCs) to Second Life.
  • 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
  • The project may be extended in the future.
  • It will involve both back-end and viewer-side changes, likely to encompass new LSL commands to trigger and stop animations (held in the object’s contents).

Current Progress – Animesh Constraints

“It’s not [been] the most exciting week,” Vir commented about his most recent focus on the project. “What’ I’ve been working on lately is complexity limits and other constraints.”

[2:48-4:19]As noted in previous CCUG meeting notes, some constraints on Animesh are required to prevent undue impact at either the simulator or viewer end of the system. These constraints will be in addition to any already in place in SL (e,g, Land Impact, overall limit of the number of attachments an avatar can wear, etc), and include:

  • Limiting the overall complexity of an Animesh object
  • Limiting how many Animesh items an avatar can have attached at any one time (currently set to one in the upcoming project viewer for testing purposes)
  • Limiting the number of triangles an Animesh object (attached or in-world) can contain, possibly to around 20K initially. Interestingly, some limits in Sansar are defined in terms of tri / poly limits.

With complexity and number of tris, the limits have yet to be fully defined, and Vir welcomed any well-made mash models could serve as Animesh examples in order to try to help baseline the initial limits.

[4:45-5:10 and 8:55-9:49] Currently, there are no new limits for the scale (or size) or an Animesh object beyond the existing constraint re objects and avatar skeletons already in place. Some feel that additional constraints / viewer limits may be required in order to handle “titan” Animesh creatures (e.g. creatures of 64m in height, which may also require bounding box adjustments). Vir is prepared to look at this, but would like to see how things go with testing via the project viewer.

[5:22-5:41 and 6:18-6:47 and 10:41-11:06] The triangle limit will apply to all Animesh objects regardless of whether they are in-world or attached, and will be applied at the time the objects are flagged as Animesh. So if someone tries to link together a set of existing rigged mesh items and flag them as Animesh (or which contain an Animesh item) which exceed the limit, the flag Animesh flag will not be set. This should leave existing content unaffected and avoid content breakage.

[12:14-13:17] Some see the proposed 20K limit is two low and suggest 30K or even 50K, to allow for clothing, accessories, etc., to Animesh characters. The counterpoint to this is to set a limit which encourages optimisation, and to have people consider impact on the simulator / on others.

[14:24-15:32] A request for the viewer to provide meaningful feedback when Animesh limits are reached, preferably with a pointer back to some wiki information. Limits won’t actually be reached on mesh upload, but when objects are flagged for use as Animesh post-upload, so would require some form of viewer notification.

[15:34-16:20] Requests have been made to obtain poly counts of objects via LSL to help track things or even in the viewer UI. Vir currently uses his own diagnostic display to help indicate such things, but currently, no such updates, LSL or UI are planned, although the debug ShowRenderInfo could display the required information if more directly exposed and Vir will file a JIRA on this, although it might fall outside the current scope of work.

[22:11-22:35] It was also pointed out that tri / poly counts are variable based on LOD. Vir is currently focused on the tri count of the highest LOD for an object

[13:18-13:44] Vir’s approach to all of the constraints / limits being discussed at this time is to start as tight as possible, and then make adjustments and loosen things as testing with the project viewer begins / offers reliable feedback and data. It is easier to relax constraints and allow people greater creative freedom, than to start with a loose set of limits and then have to tighten them (potentially breaking test content, and adding to people’s overhead in having to rebuild it).

Time Frame for Animesh

[19:29-20:00] The constraints mentioned above and trying to fix the transform matrix when handling Animesh attachments. There are also a couple of bugs he feels need fixing before the project viewer appears. However, the hope is now that the viewer will be appearing sooner rather than later.

[48:52-49:28] There are a couple of irritants in the viewer Vir wants to fix before releasing a project viewer for Animesh testing. Ther are some corner cases where the viewer can be awkward, but these are not considered blockers to a project viewer appearing, and can be cleared-up in due course.

Performance Hits

[27:45-28:42] There are still concerns as to the performance hits on things like real-time shadow casting with Animesh skeletons following avatars (pets, etc.) or in being attached to avatars (and vice-versa). Vir isn’t too concerned by this at the moment, as the code is already handling much of what will be required with Animesh: every time an avatar sits on something, it is effectively updating every frame, so with Animesh this will be much the same. However, as with everything else, this will be subject to 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. This may lead to a reduction in the complexity of mesh avatar bodies and heads.

Current Status

[31:28-32:00] The updates to the service to manage 1024×1024 textures and compositing is with LL’s QA team, who ar testing to ensure the system can handle the compositing correctly, and the back servers won’t fall under when loaded with handling 1024×1024 textures in bulk. Progress with the rest of the project is dependent on this.

[36:25-36:59] The rest of the work will focus on applying the baked textures (which will include alphas, just as is the case with the system avatar now, but will not include materials) to mesh avatar models.

[39:09-40:55] A possible follow-on to the current work on bakes on mesh is to extend the capability to include Animesh objects as well, although this will require Animesh objects to have a notion of a body shape. It might even be possible to push the system into other uses.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including the ability to define the environment (sky, sun, moon, clouds) 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.

Current Status

[30:32-31:12] Rider has been working on getting his settings objects – environment assets – correctly passing into Windlight. Once he has this working smoothly, he’ll feel a little more comfortable in talking potential time lines on when things like a project viewer are likely to appear. However, he did point out that everything is currently in “Goth compatibility” – black environment settings against a black sky!

Other Items

Mesh Uploader

[49:38] A discussion on whether creators will in future be forced to upload only manually created LOD for their models, rather than auto-generating them. Short answer: No, but people are encouraged to optimise LODs where manually or automatically generated. The uploader also has numerous constraints on upload, not all of which are well documented or which provide adequate / any feedback when they occur. It’s acknowledged that such situations could be handled better.  However, issues of tracking the number of bones a mesh is rigged to can be tracked through Avastar and MayaStar prior to upload.

SL project updates 38/1: server, viewer

Neive; Inara Pey, September 2017, on Flickr~Neive~blog post

Server Deployments for Week #38

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

  • There was no deployment / restart on the Main (SLS) channel on Tuesday, September 18th, leaving that channel running on 17#17.09.01.508236.
  • On Wednesday, September 19th, the RC channels should be updated as follows:
    • BlueSteel and LeTigre should receive a new server maintenance package, 17#17.09.14.508549, comprising improvements to address some problems that could degrade simulator performance in rare cases.
    • Magnum should receive a new server maintenance package, 17#17.09.14.508533, containing a fix for BUG-100505  “llGetEnv (“agent_limit”) is returning an empty string in Magnum, LeTigre and Blue Steel regions.”

Commenting on the RC releases at the Simulator User Group meeting on Tuesday, September 19th, Simon Linden said:

[we] have two very similar RCs out tomorrow, the later version just has one extra bug fix in it … which will either be really good or bad … we’ll see 🙂 … it involves an underlying library update … usually that’s all good [but] sometimes subtle changes cause all sorts of breakage. So far it looks good to us … but that’s what shipping updates is all about, I guess.

On a positive note, with these updates and some still in the pipeline, I think we’re making good progress against some of the bigger crash issues we recently had with system outages.

SL Viewer

On Tuesday, September 19th, the Maintenance RC updated to version 5.0.8.329065. The rest of the viewer pipeline remains unchanged from the end of week #37:

  • Current Release version 5.0.7.328060, dated August 9, promoted August 23rd – formerly the Maintenance RC
  • Release channel cohorts:
    • Wolfpack RC viewer,version 5.0.8.328990, dated September 12th – this viewer is functionally identical to the release viewer, but includes additional back-end logging “to help catch some squirrelly issues”
    • Alex Ivy 64-bit viewer, version 5.1.0.508209, dated September 5th
    • Voice RC viewer, version 5.0.8.328552, dated September 1st
  • Project viewers:
  • Obsolete platform viewer version 3.7.28.300847, dated May 8th, 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.

Other Items

AO / Animation Priorities

Over the past 3 weeks or so, some people have noticed changes to apparent AO / animation behaviours which appear to mimic priority conflicts. A typical example is someone sitting on an AVSitter item and finding after a few seconds that there AO suddenly overrides the sitter’s animation, forcing them to disable their AO where previously they did not, or someone joining a dance HUD / system and finding their AO overrides the dance animation, causing them to stand, again forcing them to turn off their AO, where previously the two played together nicely.

The problem seems to be more common with those wearing AO HUDs. In most cases I’ve heard about, there has been a claim of no user change to the AO system (i.e. using a new or updated AO) or in the furniture or dance system animations / scripts.

It has been suggested that a fix for BUG-11501 might be responsible, although there seems to be some confusion over the status of the fix for this bug.

SL project updates 37/2: Content Creation User Group

Content Creation User Group Meeting, Hippotropolis Camp Fire Circle

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, September 14th, 2017 at 13:00 SLT at the the Hippotropolis Camp Fire Circle. 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 steamed the meeting to You Tube, and his video is embedded at the end of this article. However, due to power issues at his end, the first few minutes are missing from the recording. Time stamps to that recording are included below, and clicking on any of them will launch the video in a separate browser tab at the assigned point. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, time stamps may appear to be out of sequence in relation to the recording.

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.

  • Animated objects can be any rigged / skinned mesh which is correctly flagged as an animated object (so it has a skeleton associated with it), and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • The capability will most likely include a new flag added to an existing rigged object type in order for the object to be given its own skeleton.
  • At this point in time, this is not about adding fully functional, avatar-like non-player characters (NPCs) to Second Life.
  • 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
  • The project may be extended in the future.
  • It will involve both back-end and viewer-side changes, likely to encompass new LSL commands to trigger and stop animations (held in the object’s contents).

Project Viewer

[pre-video start and 46:06-46:40] Work on the viewer is focused on cleaning up how the viewer handles animation when dealing with Animesh objects, as there are some elements which simply aren’t used. The transform matrix has been adjusted, so that Animesh attachments now look as if they are attached to the avatar, rather than potentially floating somewhere reasonably close to it (so an Animesh object attached to a hand will now appear attached to the hand and move with the hand, for example). Further work is required, but things are now behaving a lot better; there’s still no ETA on the appearance of the project viewer, however.

Animesh Constraints

Some basic constraints on attaching Animesh objects to an avatar or in-world, and on the overall allowable complexity of Animesh objects have yet to be defined and incorporated into the viewer. These are necessary to prevent Animesh objects  negatively impacting performance to an undue degree. The initial constraints set within the project viewer will be subject to refinement in testing.

[32:21-33:06] In terms of avatar attachments, there is already a server-side limit on how many attachments can currently be worn by an avatar (38), so the Lab could look at the type of attachments being used, and limit Animesh in terms of an allowed number within this global attachment limit (e.g. 2 out of the 38 global limit for attachments may be Animesh).

Load Testing

Alexa provided a couple of GIFs demonstrating Animesh. The first showed her army of dancing bears – around 100 – all happily dancing on a region without causing an appreciable load.

Alexa’s army of dancing bears. Note that these are not actual avatars connected to the simulator via individual viewers; they are purely in-world objects being animated by scripts they contain driving a set of animations also contained within them.

[13:39-16:54] However, whether populated regions (in terms of avatars and objects) could handle such a load is open to question. Also, these bears are all the same optimised mesh, and are probably not placing the kind of load on the simulator and viewer as would be in the case of multiple and different kinds of mesh with varying levels of complexity. To help determine reasonable limits, the Lab will be establishing some test regions once the projects viewer is available, to allow for more comprehensive testing with assorted Animesh models, and which will used to further refine the Animesh constraints noted above.

[18:11-18:40] As a part of her own testing, Alex also intends to use the mesh starter avatars produced by the Lab, mixing them together in a scene using different animations, etc., to see how things behave.

Animesh and Pathfinding

[10:35-11:14] A couple of previous meetings have raised the idea of Animesh working with Pathfinding (the means by which scripted objects – people, animals, monsters, etc,– be set to move in a region / parcel and react to avatars, etc). Dan Linden is  looking into how Animesh and Pathfinding might work together, and he and Alexa shared a GIF image of some of the work, with some of Alexa’s dancing bears skating around their own pathfinding routes, which provide a quick demonstration that the two can likely be used together.

Dancing Bears following pathfinding Navmesh routes

Alexa has also been experimenting with Animesh and ice-skating, taking the view that having creatures and animals ice-skating in winter scenes (which can actually be common in “wintered” regions, with skating penguins and the like).

Animesh Attachments: Fluidity and Clothing

How smoothly attached Animesh objects work is liable to be dependent upon the animations themselves, and whether or not they move the object’s pelvis bone or nor. As with all things, some experimentation and fine tuning is likely to be required be creators in order to optimise the motions of their Animesh attachments.

Some people have been looking at Animesh as a means to get clothing to move more naturally with an avatar. However, as Vir pointed out in the meeting, utilising additional skeletons in clothes may not be the most efficient way to achieve this, when it should be possible – with a little care – to use existing some of the bones in the avatar skeleton to achieve the same results (e.g. skinning the cloth of a gown or skirt or cape to the wing bones, etc).

This would allow the clothing to move far more seamlessly and in sync with body movements than could be achieved with Animesh attachments, which would not have any direct means of syncing with an avatar’s movement.

Root Positioning

[1:39-3:03] Vir is has been working on aligning the root joint of a skeleton associated with a Animesh to the position of the object in-world. Sometimes this gives good results, sometimes it doesn’t, resulting in objects jumping around when animations is played or moving into the air or sinking into the ground, etc, as the server thinks they are somewhere else than the visual position shown in the viewer. Because of the mixed results, he’s considering alternative approaches, such as using the object’s bounding box, and will be exploring options before pushing out any project viewer. One of the balances he’s trying to achieve is presenting a nice visual result without over-complicating what has to be done in order to achieve that result.

Changing the Orientation of the Skeleton via LSL / LSL Commands

[34:12-34:45] Will there be a scripted function to change the default orientation of a skeleton to match an Animesh object? Conceivably; however, Vir is hoping to develop a reasonable default behaviour when attaching a skeleton which will allow simple editing of the object to achieve the desired result, if required. Should this be shown not to work sufficiently well enough, additional LSL support will likely be looked at.

[4:54] A question was asked about the list animations command (LlGetObjectAnimationNames). This is one of three new LSL commands being introduced to support Animesh – please refer to my week #35 CCUG update for details on these.

Continue reading “SL project updates 37/2: Content Creation User Group”

SL project updates week 37/1: week #36 region return issues

Mother Road; Inara Pey, September 2017, on FlickrMother Roadblog post

Server Deployments for Week #37

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

  • On Tuesday, September 12th, 2017, the Main (SLS) channel was updated with the same server maintenance package,17#17.09.01.508236, as deployed to the BlueSteel and LeTigre RCs in week #36. It is described as comprising internal fixes.
  • On Wednesday, September 13th, the RC channels should be updated as follows:
    • LeTigre and Magnum should receive a new server maintenance package, 17#17.09.08.508350 containing some internal HTTP fixes, described by Rider Linden as being, “pretty deep in the internals mostly having to do with how the server handles callbacks. [They]  mostly have to do with an issues on the response event. There was a rare case that could cause a crash.”
    • BlueSteel (and the smaller Cake RC) should receive a new server maintenance package, 17#17.09.08.508343, comprising some internal simulator changes.

Week #36 Region Return Issues

Following the RC deployments on Wednesday, September 6th, a number of regions across the grid experienced widespread object returns, resulting multiple forum threads (see here for an example). While some of the reports pointed a finger at the Magnum RC deployment as the cause, issues were also experienced on regions on other simulator channels as well.

The returns were triggered by objects within the affected regions having their physics shapes changed. This resulted in many objects undergoing an increase in their LI, prompting the returns as they exceed region / parcel allowances (see BUG-134270, and BUG-134271) and also meant that some objects which remained in-world, or which were placed out again by their owners could not longer be navigated by avatars (e.g. doorways appeared to be invisibly blocked, stairways couldn’t be climbed).

Commenting on the issue during the Simulator User Group meeting on Tuesday, September 12th, Oz Linden stated:

The problem is pretty well understood, and we’re working on it… it’s actually been around for a long time, but some bad luck has triggered it a couple of times lately it’s a timing thing, and the window where it can happen is narrow … It can happen on any restart, but only if there are other simultaneous back-end problems; fortunately, those are usually rare – or rather, they had some root causes in common.

We do have a change in progress that we think will prevent that kind of large-scale returns … or at least that particular way of triggering them.

One of the critiques in this situation has been the apparent lack of response to the issue by the Lab – and it is one that could have perhaps benefited from a blog post or a response through one of the forum threads to the effect that the matter had been noted and the underlying cause being looked into. Responding to similar criticism made during the SUG meeting, Oz also said, “Actually, I just came from a meeting in which we were discussing how to respond more quickly to things like that on the forums.” Hopefully, the discussions will result in more positive responses to major issues raised through the forums in future.

Week #36 Outage

Week #36 also saw a further significant outage with Second Life services involving the platform, log-in services and so on. So far, there has been no definitive explanation as to what happened, but hopefully a post-mortem blog post will be forthcoming from April Linden or one of the Ops team in the near future.

SL Viewer

On Monday, September 11th, the Maintenance RC viewer updated to version 5.0.8.328951.

The Wolfpack RC updated on Tuesday, September 12th to version 5.0.8.328990.  This viewer is functionally identical to the release viewer, but includes additional back-end logging “to help catch some squirrelly issues”.

The rest of the official viewer pipeline remains unchanged from the end of week #36:

  • Current Release version 5.0.7.328060, dated August 9, promoted August 23 – formerly the Maintenance RC
  • Release channel cohorts:
    • Alex Ivy 64-bit viewer, version 5.1.0.508209, dated September 5
    • Voice RC viewer, version 5.0.8.328552, dated September 1
  • 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.

Environment Enhancement Project

Rider Linden has recently been pulled away from the Environment Enhancements Project (EEP, aka “Windlight updates”). However, he notes that he is making progress on the viewer side of things. Commenting on his current work with the project, Rider said:

The changes I’m making right now are adding some new classes that can handle the .settings assets. I’m wiring them into the environment on the viewer side. I’m trying to clean up the entire environment manager and the location that the windlight parameters are used/calculated/stored as I go (currently it is spread across about 1/2 a dozen source files for skys alone.).”

He also noted that he has yet to start on the scripted support for EEP, and it is likely that both the new Windlight assets and a project viewer will appear before the new scripting capabilities make their appearance. Quite when the assets and viewer will appear isn’t certain, and Oz Linden noted that there is a certain amount of infrastructure work to be done in connection with EEP.

In Brief

  • There has been some criticism of the server release notes being somewhat vague (e.g. “internal fixes”), the reason given for this is that the Lab prefers to be obscure about some changes rather than offering potential clues on possible griefing vectors / fixes for griefing vectors.
  • The keen-eyed may have noticed that the number of server release packages has changed, from ##.##.##.3##### to ##.##.##.5#####. The “5” signifies the package has been built on the Lab’s new simulator build system, with the increase made to avoid possible collisions between build versions.

SL project updates week 36/2: TPV Dev meeting + SL in the cloud

Brand New Colony; Inara Pey, September 2017, on FlickrBrand New Colonyblog post

Updated to reflect the release of the Wolfpack RC, which appeared after this article had been uploaded for publishing.

The majority of the notes in this update are taken from the TPV Developer meeting held on Friday, September 8th 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. Timestamps in the text below will open the video in a separate window at the relevant point for those wishing to listen to the discussions.

Server Deployments Week #36 – Recap

Please refer to the deployment notice for the week for latest updates and news.

Region Return Issues

Whether connected to the Wednesday deployment or the grid-wide issues experienced later that day, but some regions reported significant returns of in-world objects (Mother Road, on the Main (SLS) channel, which I blogged about here, suffered the problem, as Heavenly Views (Magnum RC) also apparently did). Most of these problems seem to have been rectified by a roll-back of the affected regions.

SL Viewer

A new RC viewer, codenamed Wolfpack – version 5.0.8.328879 – was released late on September 8th. This viewer is functionally identical to the release viewer, but includes additional back-end logging to “help catch some squirrelly issues”.

[1:15-4:15] Otherwise have been no further viewer updates since the start of the week, leaving the current pipeline as follows:

  • Current Release version 5.0.7.328060, dated August 9, promoted August 23 – formerly the Maintenance RC
  • RC viewers:
    • Alex Ivy 64-bit RC viewer version 5.1.0.508209, dated September 5th
    • Voice RC viewer updated version 5.0.8.328552, dated September 1st
    • Maintenance RC viewer version 5.0.8.328812, dated August 31st
  • 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.

The Alex Ivy and Voice updates bring these RCs into parity with the current release viewer. These updates have lowered the overall crash rates for both viewers, although the Voice viewer’s crash rate is still somewhat elevated compared to the release viewer. This elevated crash rate is something the Lab has seen in the various viewers for the last few months, and are working to lower.

Alex Ivy will likely have two more RC releases before it is ready for promotion to de facto release status, as there are a couple of issues the Lab wants to clear up before any promotion of this viewer.

It is hoped work will shortly be resuming on the 360-degree snapshot viewer, part of which will also be bringing it up to parity with more recent releases.

New Viewer Splash / Log-in Screen

[4:25-8:07] The Lab is in the process of revamping the official viewer’s splash / log-in screen. This should be inherited automatically by those TPVs using the Lab’s splash screen. This will see the screen have a different look and feel, with the information arranged a little differently, with the grid status made somewhat more prominent. Some of the information widgets associated with the splash screen are also being updated as a part of this work, and will require testing by TPVs when available (RSS feeds should not be affected).

This work is being carried out by Phronimos Linden, one of the more recent (3 months ago at the time of writing) Lab staff recruited to work on Second Life.

Moving to the Cloud

[15:52-25:25] As confirmed in a recent Lab blog post, Second Life services are moving to the cloud. There are no specific details on this as yet, but in short:

  • The work will be carried out in stages.
  • It will include providing regions from the cloud (rather than the Lab’s own co-located servers).
  • As many know, the asset services has been in S3 cloud servers for several years.
  • The order of moving services hasn’t been determined as yet, but the aim will be to move services, then test for reliability and performance before opening them up / moving to the next service(s).
  • Some testing has already begun, using services only accessed indirectly by users.
  • The Lab has been working on the infrastructure for this for a while, but none of the major services have been moved.

It is unlikely this will lead to regions of a different size to those presently on the grid, or which can be varied in size (a-la the OpenSim varregions), as region size is very deeply baked into the simulator and viewer code (and probably elsewhere in the overall SL code base); although some at the Lab would love to be able to have such a region capability. However – as indicated in the Lab’s blog post – it may allow the Lab to introduce new region products, possibly ones capable of handling greater loads.

It is hoped that this work will result in lower tier over time, but whether this will be the case of not is still and open question at this time, as it is unclear as to what costs will be involved in terms of cloud instance types., etc., that will be required to support simulators.

Overall, there is a lot the Lab hopes to achieve with the move, but the precise benefits are likely to only become clear once things have been tried and found to work / over time as the work progresses and beyond. However, at this point time scales are TBD, and it is liable to be some time before user-visible aspects of the service move to the cloud (although non-visible services – such as the log-in service, for example – could be moved sooner).

A precursor to this project is the continuing work to update the servers to newer version of Linux, work which is making “good progress”.

Other Items

Asset HTTP Messaging and Asset HTTP Issues

[10:11-10:45 and 12:10-15:23] With the promotion of the Asset HTTP viewer to release status in June 2017, the majority of assets are now delivered to the viewer using HTTP via the Content Delivery Network(s) used by the Lab. This means that UDP messaging for all of the affected asset types will be turned off at the server end at some point.  Currently no date has been set for this, and it looks like it may not occur much before February 2018.

There is still an issue related to fetching assets over HTTP in general which is experienced by some users some of the time   whereby something causes the pipeline textures to get out of sync and things to go awry. As the problem happens for some and not others, the Lab is still trying to determine the root cause for the problem, but it is a matter the Lab is trying to resolve.

Catznip viewer reports issues with textures over HTTP “stalling” for between 5-10 minutes on their pre-release viewer with the latest HTTP updates, but this isn’t something the Lab is aware of as a more general issue.

Estate Tool Ban List Improvements

[10:48-11:43] The Lab did some initial work to improve ban lists at the estate / region level a while ago, but the intended work to improvement to overall layout for the lists, etc., has been delayed do to work on dealing with viewer crashes, etc. This work is apparently now “next in line” once some of the existing viewer projects are shipped.

The conversation from 26 minutes to the end is more general chat on viewer stats, speculation on the reason for the texture load stalls, and an ad for the Firestorm birthday party.

SL project updates week 36/1: server, viewer

Savor Serenity; Inara Pey, August 2017, on FlickrSavor Serenityblog post

Server Deployments Week 36

Please refer to the deployment notice for the week for latest updates and news.

SL Viewer

  • On Tuesday, September 5th, the Alex Ivy 64-bit RC viewer updated to version 5.1.0.508209.
  • On Friday, September 1st, the Voice RC viewer updated to version 5.0.8.328552.
  • On Thursday, August 31st, a new version of the Maintenance RC viewer was released, version 5.0.8.328812, replacing the earlier version, pulled shortly after release due to BUG-134213, [Maint: Moonshine] breaks clickable functionality for certain HUDs.

The rest of the viewer release pipelines remain unchanged from the end of week #35:

  • Current Release version 5.0.7.328060, dated August 9, promoted August 23 – formerly the Maintenance RC
  • 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.

Feature Request

The Lab  welcomes well thought-out and present feature request via the Second Life JIRA. Not every feature request is accepted – which is not the same as saying they aren’t looked at / considered. Commenting on how and when requests are taken up, coming out os a conversation about script functions, Simon Linden had this to say:

We have a long list of “it would be nice to do” script features. We don’t make final decisions on anything until we get to the point where we’d actually work on them. There’s always a tough choice which one is the best thing to spend limited time on.

When we look at features, we have to juggle how hard it might be to implement, if it’s going to affect a narrow or broad set of customers, if it’s really a new thing or something you might already be able to do (most often with scripting features), potential for lag, griefing or privacy problems, how much would break, etc.