SL project updates week 32/2: Content Creation UG

Content Creation User Group Meeting, Hippotropolis Camp Fire Circle

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, August 10th, 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. These notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so the provided time stamps may appear to be out of sequence in places. All time stamps are provided as links which will open the video in a separate browser tab, allowing the discussion to be heard in full.

Note: Due to Vir’s time on vacation, the next official CCUG meeting will be on Thursday, August 31st. Details will be posted on the wiki page.

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.

  • 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
    • Be adjustable using the avatar shape sliders
  • 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)
  • It 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.

Recent Progress

[06:05] Alexa Linden is leading the product side of the animated objects project, and is working on build documentation for the viewer, test plans and related information, etc., for LL’s internal use.

[30:32-31:45] Will it be possible to attach a rigged mesh (e.g. clothing) onto an animated object? If it is rigged mesh, it doesn’t actually need to be an attachment; it can just be specified as a part of the linkset comprising the animated object, and animated against the same skeleton. However, static attachments will not be initially supported with animated objects.

[33:28-34:56] Animesh and sliders:  it’s unlikely that slider support will be implemented for animated objects in the sense that you right-click on an animesh, edit its shape and then adjust the sliders as with an avatar. What would be more likely is to allow body shapes which already contain all the slider settings to be taken and applied to animated objects to given them a desired shape.

This work will likely follow-on for the current project and the work with the baking service, as it would require baking service support to work correctly, just as body shapes for avatars are currently supported through the baking service.

[36:12-36:58 and 37:44-38:10] There is no time frame on when the viewer will appear, but the Lab wants to build on Bento’s experience: get a test viewer out, gain feedback and suggestions, and then improve on it. This doesn’t mean everything people would like to see associated with animated mesh reach the viewer – or at least in one release of the viewer -, but the idea is very much on collaborative efforts to develop the capability. Internal testing the viewer has revealed a couple more things which need to be tackled before its made more generally available (and, of course, test regions need to be established on Aditi).

[57:16-58:05] Performance impact with animated objects won’t really be understood until more widespread testing begins with a public project viewer. There will be some limitations places on animesh intended to help reduce any negative impact (e.g render cost, land impact, maximum number allowed in a region, etc.), but these are all still TBD at this point in time.

Rendering Cost Calculations

[07:29 – 08:25] Related to the above (but not confined to animesh) and as has been previously noted in a several of my SL project updates, the Lab is re-visiting how the rendering cost calculations are handled within Second Life, and Vir has most recently been involved in this work. The aim is to make the calculations a lot more reliable and accurate when establishing the render cost of objects, and thus possibly encourage people to make more efficient content. This work will involve both internal testing by the Lab and “external” testing involving users.

Project EEP (Environment Enhancement Project)

Project Summary

To enhance windlight environment settings and capabilities, including: making environment settings an inventory asset (so they can be sold / bought / swapped); the ability to define the environment (sky, sun, moon, clouds) at the parcel level; LSL scripted support for experience environments / per agent; extended day settings (e.g. having a 24-hour day for a region and 7-day cycles) and extended environmental parameters (possibly including Godrays, distance fog, etc).

See also:

[12:44-13:50] Rider has been busy with other projects since the work was first announced, but will hopefully provide updates when the work resumes.

[44:15-46:32] Further summary of the work by Rider.

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.

Recent Progress

[22:33-23:12] Work is progressing. The updates to the baking service to support 1024×1024 textures are currently on internal testing by the Lab using at least one of the development grids. It’s in a “pre-Aditi” (Beta grid) state, but will hopefully be moving forward soon.

Other Items

Note that some of the following are the subject of more extensive commentary in local chat.

[11:46-12:40] Adjustable walk / run speeds: (see: feature request BUG-7006 for example) nothing happening on this “immediately”. The JIRA has been pulled in by the Lab as it may tie-in with some work being considered for animation playback. However, things are unlikely to be looked at until the next round of animation updates, which will include supplemental animations. The specs for this work have to be fully determined.

Alexa Linden: Product Manager for Animated Objects (Animesh)

[16:29-17:00] Increasing script memory limits: not currently on the roadmap.

[18:00-19:35 and 21:36-22:15] Development kits for the default mesh avatars: in short, nothing planned on the Lab’s part at present. There are, of course, various models and samples available through the Bento wiki pages which might be useful as teaching tools.

[23:14-29:56] Adding further bones to the avatar skeleton for clothing, etc / custom skeletons: adding further bone to the avatar skeleton is unlikely. As it is, the additional Bento bones – if carefully used – can be re-purposed for a wide variety of uses beyond their default names, including in clothing, etc., although custom animations will be required as well. However, this can – within limits – allow creators to build semi-customised skeletons.

A particular consideration with custom skeletons is the issue compatibility between different objects wanting different skeletons, it makes it much harder to ensure different avatar part work together smoothly (e.g. a pair of wings from one avatar working with the quadruped body of another).

[25:33-26:02] Near-term roadmap: the current near-term roadmap for content creation features is; animated objects (animesh), bakes on mesh, then a follow-on to allow bakes on mesh to be used on animesh objects together with some additional features, in order to enable more NPC-like character creation.

[49:44-50:34] Dynamic mirrors: (see STORM-2055) these continue to be periodically raised at meetings, the Lab remains disinclined to implement anything on the grounds of performance impact, particularly as dynamic reflective surfaces would, in all likelihood, be used indiscriminately by many.

[50:45-51:41 and 53:24-54:54] Terrain texture resolution and adding materials to terrain: SL terrain textures suffer from having a relatively large pixel size/ low pixel density, resulting in terrain looking blurred. This can be exacerbated when default terrain is mixed with mesh terrain, where the latter can use the same textures and benefit from the use of materials.  Currently, there is nothing on the SL roadmap for making changes to SL terrain textures.  The pixel size / density issues is seen as a non-trivial fix, given the impact it would have on terrain as a whole and how it may affect those using custom textures on their land.

[59:10-1:01:20] Lab-provided building learning centres: the question was raised about the Lab providing more in-world locations where people could learn about building in SL (“building islands”). There are already a good number of user-provided areas in SL, however, the idea here is to provide more of a self-teach facility (think the Ivory Tower of Prims) rather than one which relies on classroom based teaching, and which includes the best practices, access to test models, etc. Alexa said she’d run the idea past the LDPW team.

SL project updates 32/1: server, viewer

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Banana Bayblog post

Server Deployments Week #32

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

  • On Tuesday, August 8th, the Main (SLS) channel was updated with a new server maintenance package (#17.07.27.327933), comprising “additional internal fixes”,
  • The scheduled deployment to the RC channels for Wednesday, August 9th has been cancelled due to a back-end data issue which meant the region channel names weren’t being set correctly, so they didn’t start.

SL Viewer

There have been no viewer updates so far this week, leaving the various pipelines as follows:

  • Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overviewdownload and release notes
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • 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.

Other Items

Terrain Issues

For the last few months there have been intermittent reports of odd terrain changes occurring following scheduled restarts. These have been mostly seen around golf courses (see my week #26 update and BUG-100693). There have since been a number of what appear to be similar incidents see:  BUG-7922 and BUG-41609). Commenting on the problem during the Simulator User Group meeting on Tuesday, August 8th, Simon Linden said, “the reports of terrain shifting are totally mystifying to me … I believe it’s happening but really a mystery how and why”.

Feeds Issues

Issues with the feed (my.secondlife.com) appear to have been fixed, with many people reporting they can once again post images and comments.

SL project updates 31/1: server, viewer

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Blissblog post

Server Deployments Week #31

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

  • The Main (SLS) channel was restarted on Tuesday, August 1st, but there was no deployment to the channel, which remains on server maintenance package #17.07.11.327548.
    • This update includes a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
  • On Wednesday, August 2nd, all three RC channels should be updated with the same new server maintenance package (#17.07.27.327933) comprising internal fixes.

Following the recent issues with deployments, there may be a blog post from the Operations team in the future, once the post-mortem has been completed. However, any such post is unlikely to appear in week #31 due to the core Second Life team all attending a planning meeting to determine potential future potential projects for the platform, etc.

SL Viewer

The Maintenance  updated on Friday, July 28th to version 5.0.7.327940. This was superseded on Monday, July 31st by a new update, version 5.0.7.327958.

Otherwise, all other viewers in the LL pipelines remain as:

  • Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • 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.

Reminder

There is no Simulator User Group meeting on Tuesday, August 1st or Content Creator’s User Group on Thursday, August 3rd. I’m not sure if the SBUG meeting on Aditi on Thursday, August 3rd will be taking place, as I’ve been unable to attend those meetings for the last couple of months or so.

As noted above, the reason for the lack of in-world meetings is the SL planning session that’s taking place throughout the week.

SL project updates 30/3: TPV Developer meeting

Follow Your Bliss, Sea Foam; Inara Pey, July 2017, on Flickr Follow Your Blissblog post

The majority of the notes in this update are taken from the TPV Developer meeting held on Friday, July 28th 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 #30 – Recap

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

Main (SLS) Channel

There was no deployment / re-start of the Main (SLS) channel on Tuesday, July 25th, the Main (SLS), which remains on server maintenance package #17.07.11.327548. This update included a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.

RC  Channels

The deployment to the RC channels did not go as planned, after it was discovered the release had a creeping crash bug that could not be reproduced on Aditi, but would be a bad experience for all regions on the RCs. A roll-back was therefore performed, leaving all three RCs on the same server maintenance package as the Main (SLS) channel (#17.07.11.327548).

SL Viewer

[0:10-3:33] The Maintenance RC viewer updated to version 5.0.7.327940 on Friday, July 28th. This update includes two crash fixes, and an update for a pull request fix, which Oz has asked third-party viewers to include as soon as possible. Essentially, some of the very low-level code in the log-in process has a very aggressive approach to retries if it encounters log in delays, and this needs rectifying.

This only became apparent when a main network cable in the Lab’s data centre was severed (by a backhoe!). This shifted log-in attempts to an alternative network connection where the combination of high user numbers and this aggressive retry loop in the code resulted in what was essentially a denial of service attack which overwhelmed the log-in servers. Given the depth of the code in the viewer, it is believed it is present in the vast majority (if not all) viewers. This also means the Maintenance viewer will get promoted relatively soon.

[3:59-5:16] The Alex Ivy 64-bit viewer still has an elevated crash rate and the Lab is making changes to obtain better data on the crashes. The 32-bit version of the viewer in particular is suffering “really high” crash rates.

The remaining viewers in the pipelines remain unchanged:

Web Property, Attachments and ToS Issues

[5:48-7:01] Some users have been experiencing some or all of the following issues during the week:

  • Inability to access various LL web properties (e.g. their own dashboard, the JIRA system, etc). As of the TPV Developer meeting, all web services were believed to be back up and running, although the Lab weren’t sure as a to the cause of the issues.
  • Attachment failures – either on attach or with scripts. These are still being investigated, and a definitive cause has not yet been found.
  • The Terms of Service update, which officially comes into force on Monday, July 31st but which currently requires acceptance by users, has been causing log-in issues for some. Again, the cause isn’t as yet known.

Other Items

Parcel Sounds

[7:55-13:12] There is a discussion on parcel sounds (from objects and avatars). In short: parcel sounds can be restricted from within a parcel going out, but not for sounds from other parcels coming in. As parcel privacy is two-way, this has caused some confusion for some users. The Lab is hesitant to change the scope of the setting (e.g. make it apply to both sounds leaving and entering a parcel), they are possibly amenable to changing the setting to sounds are restricted to parcels by default, or receiving a code contribution / feature request to separately stop sounds entering a parcel.

Sansar Public Beta

[17:58-18:50] During the meeting, Oz Linden indicated that the Sansar public Creator Beta will be launching on Monday, July 31st / during the week commencing Monday, July 31st.

However, during the week of July 24th through 28th, the Lab hosted a series of meetings involving staff, those of us fortunate enough to be in Sansar and creators and bloggers from Second Life who have not been a part of the Creator Preview in which it was indicated the company wasn’t ready to provide a date for the public Beta, other than it being “soon”.

We’ll obviously find out what is happening on Monday, but either way, I’ll have at least one article on Sansar and Second Life coming out quite soon which will delve into the meat of the meetings – so to speak!

Lab’s Second Life Development Summit

[18:00-18:42] Week 31 (commencing Monday, July 31st) marks the next Second Life summit in which Lab staff directly involved in running and maintaining SL (developer, product team, operations, etc), get together to plan out the next several months of work and projects for the platform.

In Brief

[19:51-20:36Further Estate Tool Improvements: the work to improve the Region / Estate floater in the viewer to make it easier to manage ban lists, etc., is still in-hand at the Lab, it’s just been delayed due to other work being carried out / completed.

[21:26-22:57] Premium “Goodies”: Grumpity Linden indicated there are some “awesome goodies” in the pipeline for Premium members, which sparked a lot of text-based suggestions.

[22:57-25:46] Group notices being dropped: there are issues around group notices being received by users in certain groups. The Lab has made adjustments to handling the UDP packets which handle group notices to try to improve things, but the issue of dropped notices is hard to reproduce, and therefore hard to diagnose and fix.

[26:51] Place Pages: have been updated to include events.

 

SL project updates week 30/2: Content Creation UG

Content Creation User Group Meeting, Hippotropolis Camp Fire Circle

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, July 27th, 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. These notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so the provided time stamps may appear to be out of sequence in places. All time stamps are provided as links which will open the video in a separate browser tab, allowing the discussion to be heard in full.

Note: Due to the monthly internal meeting at LL and Vir’s time on vacation, there will only be two CCUG meetings in August: Thursday, August 10th and Thursday, August 31st. Details will be posted on the wiki page.

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.

Recent Progress

[1:31-2:01] The project is reaching a point where internal testing at the Lab can begin, allowing the impact of the text increase to be assessed. If this proves successful, the work will start the march towards more general visibility (e.g. availability of a project viewer, probable Aditi testing, etc).

Animated Objects

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.

  • 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
    • Be adjustable using the avatar shape sliders
  • 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)
  • It 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.

Recent Progress

[2:04-2:20] The focus has remained on getting wire frames and right-click selections to work correctly ((e.g. when you right-click on a mesh, the object stops moving, the correct menu is displayed and the mesh is shown as a selected wire frame). Testing region crossings with animated objects has also started.

[2:21-3:26 and 4:19-4:47] Sitting avatars to animated objects: this has been part of a wider discussion on attaching avatars to animated objects and vice-versa. Vir’s view is that there is no restriction on avatars sitting on animated objects, however, the catch is that the sit point isn’t going to be animated – if it is, and as there is no relationship between the animated object’s skeletal locomotion and the avatar’s locomotion, the two will get out of sync. One suggestion for dealing with this is BUG-100864 “A means of visually rigging a sitter to an animesh skeleton bone”, and Vir indicated that the Lab is thinking along those lines, but it’s unlikely to be in the initial project viewer, when that appears.

[3:33-3:57] Animated objects as avatar attachments: unless there is an unforeseen issue, Vir is hopeful this will be possible. However, it is still awaiting work.

[5:19-5:57] Physics for animated objects: should work the same way as for non-animated objects, although this has yet to be tested.

[7:10-8:43] Scaling animated objects: this will not initially be possible using the avatar shape sliders, as animated objects will not initially have any notion of the avatar shape. However, it will likely be possible as a result of follow-on updates to the initial work.

What Vir is hoping to achieve is a method for reliably scaling an object’s skeleton based on the object’s own scale. That is: you could have three different sizes of an object (baby bear, mama bear and papa bear, say), and the skeleton will scale to whichever model is applied to it, rather than having the mesh default to the size of the skeleton (as is currently the case), which is currently defined by the joint positions.

[8:48-12:33] Shapes and Skeletons: the reason for no body shape support at present is that it makes animated mesh a much more extensive project, requiring the objects have a Current Outfit Folder, which requires them to have a dedicated, avatar-style inventory,  make use of the baking service, and so on. All of this makes for a far more complicated, drawn-out project where the Lab would prefer to develop capabilities incrementally, starting with the provision of the avatar skeleton and then building from there.

This is seen as preferable to trying to incorporate everything people want to see – or believe is required – at a first pass, driving out development over a much longer period and risk developing a feature set the wider creative community in SL doesn’t want. Developing incrementally means features can be built upon and the project as a whole iterated, with deliverables presented in much shorter time frames.

[13:49-15:10] Land impact:  this remains a concern for several reasons (too high, and it could stymie the use of animated objects, too low and it could thump performance for the viewer / simulator). Right now, the Lab has no clear idea of how LI will be calculated for animated objects, and Vir re-states that any LI values provided in the project viewer will be place holders which will be refined as testing and creator feedback  gives more information on what the calculations should be.

[16:45-18:04] LI and scaling: concern was raised that if an animated object does not affect the bounding box, but could be scaled via animation, it could lead to the LI being game. Vir pointed out that scaling via animation is something of a hack, and for scaling with animated mesh, he is referring to the scale of the skeleton being determined by the scale of the model (which would effectively be a “static” scale), rather than having something dynamic. As such, the bounding box should reflect the object size and thus correctly influence LI calculations.

[20:14-24:41] Rigging to attachment Points: rigging to attachment points is being seen by some as the ideal means of animating attachments (e.g. twirling a gun in your hand), due to accuracy involved. Vir’s view is that problems people have encountered in uploading items rigged to attachment points is more of a bug with the LL viewer, and so the behaviour will be allowed (with the possible exception of the newer Bento bones attachment points); there is. however the concern that the ability might lead to attachment points being used as additional free-floating bones.

[37:50-39:36] Animated objects in games: could they be used for interactive elements in games, such as walls which bend when walked into, items which might interact with one another / players, traps which could physically react to an avatar (something wrapping around an avatar, for example). Short answer: yes and no. Yes, these are various interactions that are possible: trees swaying in the breeze, animals and other creature roaming and responding to avatars. No, in that animated objects will not initially have their own physics, so wrapping around an avatar, being used as some kind of clothing, etc.

[39:39-41:58] Will there be limits places on the number of animated objects in a region: there will be limits, but what these will be cannot really be determined until testing can be performed and the Lab can get better metrics on likely performance impacts animated objects have. This could also feed into how the limits are set (e.g. through the LI applied to animated objects, or limiting the number of animated objects which can be attached to an avatar or which can follow an avatar, etc), all of which might be used individually or in some combination(s) depending on the objects in question. Impact viewer-side could also be limited by having attached animated objects impact the avatar’s rendering cost.

[42:00-42:21] Imposters are also likely to be extended to apply to animated objects, although work hasn’t started on this a yet.

Other Items

[0:44-1:21] Bento wiki information: It was mentioned in a previous meeting that some of the Bento wiki content was broken – links weren’t working expected downloads weren’t available. This should now all be fixed.

[25:04-36:15] Development kits for the default mesh avatars: In short, nothing planned on the Lab’s part at present, although due note was taken that there could be potential for such kits and the provision of better starter content for new users to help them in their understanding of what might be possible in SL with content creation.

The idea behind the initial question being to help give those new to mesh content creation the means to better understand what can / cannot be done with mesh in-world, get to grips with some basics of mesh development and modelling. This quickly expanded into discussions on “good” and “bad” content, broadening the availability of of content guides / best practices through to more formalised attempts at education those coming into mesh content creation An argument against this is that it could lead to misunderstands and the creation of poor content in SL, with the suggestion that more extensive best practices guidelines would be better.

[43:20-49:29] Why can’t animators replace default facial expressions in the same way they can replace walk animations? Because AOs affecting walks, sits, etc., all interact with the server-side locomotion graph which has a notion / manages these things. Facial expressions, etc., are not recognised by the locomotion graph, but are enacted viewer-side and the results effectively “passed through” the simulator (which is aware an animation – smile, frown, whatever – is being played, just not what the animation is actually doing).  There is the potential to change this by extending the animation system, but outside of supplemental animation, there is no current commitment to doing this at present.

This discussion extends out into a discussion of the system avatar morph capability and sliders / limitations, which runs through until 53:11.

[54:13-1:03:00] Adjustable walk / run speeds: the ability to adjust / scale walk and run speeds to be in accordance with the size of an avatar, etc., has been a common request (see: feature requests BUG-7006 and SVC-7824 for example). Vir points out that currently, the speeds are set simulator-side and that adjusting them of any on-the-fly changes could be problematic as it involves an array of simulator and viewer changes. As such, scripted capabilities which adjust the viewer-side animation speeds might be an easier solution (Tapple Gao already supplies an AO for avatar creators which allows for some degree of speed control in their products, but something that is more generally usable is seen as ideal).

 

SL project updates 30/1: server, viewer

Welcome to Somewhere, Salmson Isle; Inara Pey, July 2017, on Flickr Welcome to Somewhereblog post

Server Deployments Week #30

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

  • There was no deployment / re-start of the Main (SLS) channel on Tuesday, July 25th, the Main (SLS), which remains on server maintenance package #17.07.11.327548.
    • This update includes a fix to allow DJ boards to work, however, any scripts which have not been updated to meet the new requirements may not work. for details, please refer to this forum thread.
  • On Wednesday, July 26th all three RC channels should be updated with the same new server maintenance package (#17.07.20.327788) comprising internal fixes.

SL Viewer

The Alex Ivy 64-bit viewer updated on Friday, July 21st to version 5.1.0.507412. Otherwise, all other viewers in the LL pipelines remain as:

  • Current Release version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer – overview
  • 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 updated to version 5.0.7.327250, dated July 19
    • Voice RC viewer, version 5.0.7.327253 dated June 23
  • 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.

In Brief

  • Snapshots to feed issues are believed to be a server issue, but currently no clear if they are being worked on
  • The Lab feels that overall feedback from the avatar rendering cost updates (“Jelly Dolls”) has been positive from users.
  • There will be no Simulator User Group Meeting on Tuesday, August 1st, 2017.