2024 SL SUG meetings week #35 summary: Combat 2.0; Kindriod AI

Ai-mura, July 2024 – blog post

The following notes were taken from the Tuesday, August 27th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. Pantera’s video is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, August 27th, the SLS Main channel was restarted without any deployment.
  • On Wednesday, August 28th:
    • Simulators on the BlueSteel RC channel should receive the Picnic simulator update (which includes: llFindNotecardTextSync, llDerezObject, for the viewer side, group member lists can now be retrieved in a paginated manner).
      • Picnic also include the first of the region crossing improvements Monty Linden has been working on. These should see a) avatars already in a destination region getting better frame rates as others arrive in the region; b) crossing avatars with too many scripts will experience slower but smoother crossings.
      • Monty reminded people that region crossings involving vehicles are a more complicated issue and not part of this work.
    • The remaining simulator RC channels will be restarted without any new deployment / update.

SL Viewer Updates

  • Release viewer: version 7.1.9.10515727195, formerly the Atlasaurus-WebRTC RC (object take options; improved MOAP URL handling, WebRTC) promoted August 26.
  • Release channel cohorts:
    • None.

Combat 2 Updates

Rider Linden is proposing the following for respawn:

When death occurs, if a respawn location has been set the agent will be teleported to the specified location. If no respawn location is set, the region’s default death behaviour applies (for instance teleport home, or teleport to telehub). The agent’s respawn point survives region crossing and death teleports, but is cleared when the agent makes an inter-region teleport or logs out of Second Life. The following new functions have been added to LSL: llSetRespawnLocation(vector position, rotation facing); llSetRespawnLandmark(string inventory_name); llClearRespawn() and llHasRespawnSet(key agent_id)

He further indicated that he had looked at the above as not necessarily having to be tied to an Experience, they could be granted via a HUD, a regular permission request or an Experience, however questions were raised about managing unwanted scripted respawn being created by users and other potential complexities that may move these functions back towards being Experience based.

This led to a discussion on options and Combat, which ran through the majority of the meeting – please refer to the video below.

Kindroid AI NPCs & Companions

On Monday, August 26th, Linden Lab announced “the integration” of AI companions and NPCs using Kindroid (with the announcement causing some confusing in using both “experience” in generic terms and in reference to SL Experiences).

With Kindroid, you can create engaging and lively characters with lifelike memory, intelligence, and personalities that interact and engage in emotionally-deep and meaningful ways – and then bring them to life within our virtual world. Imagine crafting characters that add fun and engaging new narratives into your roleplaying adventures – or maybe you’ll create a companion that can serve as a language tutor or mentor – the possibilities are endless!
With its API, you can integrate Kindroid characters into your Second Life experience using LSL and scripting, just like other objects. Whether you’re looking to enhance social interactions or explore new storytelling possibilities, Kindroid offers an exciting new dimension for any Second Life adventure.

– From the LL announcement

The announcement provides detailed instructions on using LSL to link an Kindroid AI “chatbot” with objects in-world, with LL recommending the use of Animesh, and, for security purposes, the use of the Experience Key Value Pairs (KVP) database to ensure security of API keys.

I’m honestly not au fait enough with Kindroid or AI chat system (generative or otherwise) to pass considered opinion. However, given it is reported at after the initial free avatar, Kindroid requires a subscription (from USD $13.99) after the 3-day free trial and offers limited assurances on user data protection, then its hard not to raise an eyebrow. Anyway, the topic itself came up for discussion towards the end of the meeting. Please refer to the link to the announcement above and the the video below for more.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL SUG meetings week #34 summary and WebRTC Update

Luane’s World, July 2024 – blog post

Updated with Video: apologies to Pantera, did not see her at the meeting!

The following notes were taken from the Tuesday,  August 20th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. Pantera’s video is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, August 20th, the Summer Fun simulator release (which includes the Combat 2.0 updates and the new back-end Game Controller support, although the viewer-side elements of the latter have yet to make it into a formal project or RC viewer) was deployed to the SLS Main channel, making it grid-wide.
  • On Wednesday, August 21st, the simulator RC channels will be restarted without any new deployment / update.

SL Viewer Updates

It appears that all RC viewer except Atlasaurus (which now included the viewer-side WebRTC work) have been pulled to allow LL to focus on PBR / glTF issues per my CCUG meting summary of August 15th.

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:
    • Atlasaurus RC (Web RTC; PBR fixes; object take options; improved MOAP URL handling), version 7.1.9.10326512121, August 14.

WebRTC Update

On Tuesday, August 20th, Linden Lab issued an update on the WebRTC work.

Project Summary

  • Replacing Vivox for Voice in SL with WebRTC communications protocol (RTC=”real-time communication”).
  • Benefits:
    • Move to a “defacto standard” for voice services, with features such as automatic echo cancellation, better noise cancellation and automatic gain control, etc., and offers much improved audio sampling rates for improved audio quality
    • WebRTC can be supplied within the viewer using a library and wrapper, ending the need for any additional third-party plug-in for Voice like SLvoice.exe, as supplied by Vivox.
    • Opens the door to adding new features and capabilities to SL Voice, some of which have been long-requested.
  • Care is being taking to address potential security issues (e.g. preventing eavesdropping, exposing users’ IP address (by using an internal proxy server), etc.).
  • Feature requests for WebRTC made via the WebRTC board on the SL Feedback Portal are being evaluated and some are being actioned, together with issues being investigated.
  • LL will be looking to Linux devs to help give feedback on how well WebRTC is working on their Linux viewers.

Key Points from LL’s Update

  • As per my viewer notes above, the viewer-side WebRTC work has been combined with the Atlasaurus RC viewer.
  • There are (at the time of writing) four regions on the WebRTC “Pop Rocks” simulator channel: WebRTC Voice 1WebRTC Voice 2WebRTC Voice 3 and WebRTC Voice 4.
  • Some of the known issues include:
    • Conference/Group/P2P in WebRTC is not yet available on the WebRTC Voice regions.
    • An occasional popup regarding voice server incompatibility can appear. Restart voice if you see this.  To restart voice in the viewer:
      • Hover over the speaker icon in the upper right corner of the viewer.
      • Wait for the dialogue to appear.
      • Uncheck the voice checkbox and wait a few seconds.
      • Recheck the voice checkbox.
    • Selecting another voice device while in a group, conference, or peer-to-peer call may drop the call.
    • Voice morphing is not available in WebRTC-Voice enabled regions.  If voice morphing had been enabled via an older viewer, you will see a dialogue to let you know the implications of using voice:
Voice morphing notification. Via; Linden Lab
  • As voice morphing is currently tied to Vivox, those currently using it are advised to look at the “many excellent alternatives for voice morphing that have become available to the general public as technology has developed”. In addition an FAQ has been produced to help with questions about WebRTC and Voice Morphing.

In Brief

Map System Update

  • Pepper Linden provided an update on the work to improve the world map and map tile updates (see my week #29 summary for more on this):
We had several deploys related to maps, included among them were changes to fix region surrounds in map tiles, as well as a fix to our maps CDN — hopefully they’ve been acting better for you all. Stale tile pruning is still on hold, as there’s a few regions on the grid that weren’t generating their tile — we have a fix that we’re hoping to get out soon, and once that is out, we’ll finally be able to turn on stale tile pruning. 
Bumping the tile resolution is on the roadmap. The current maps is very limited in what it can render — we’ve discussed moving to a viewer-based bot that would be capable of rendering mesh, etc.
  • Pepper also noted that Maps should load a lot faster.

General

We have some decent tests, found ways to hit weird edge cases, and general improvements are to be had. Vehicles with riders are still hilariously bad. We’ll have to tackle that in subsequent projects. It’s just hard to fathom.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 week #33: SL CCUG summary

Grauland / Corsair Island, July 2024 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, August 15th, 2024.

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • Meeting dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

The Atlasaurus RC (object take options; improved MOAP URL handling) updated to version 7.1.9.10326512121,  on August 14th.

The other viewers in the pipeline remain as:

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:

Upcoming Releases – Change In Priority

As a result of PBR-related issues (see the section Performance Issues, below), the priority of upcoming viewer releases has changed.

  • The next planned viewer promotion was to have been the dedicated WebRTC Voice viewer.
  • The plan now is to prioritise a “more ambitious” viewer which will include the WebRTC updates and a number of high-level bug fixes related to performance (e.g.  a major vertex buffer fix, which although specifically targeted at Mac users, could help others on systems with integrated graphics).

Graphics / glTF

PBR Terrain Painting – Cosmic Linden

Summary
  • An in-development project. Current intent:
    • Provide a means to support the four PBR materials currently used in SL for “terrain painting”.
    • Will allow materials to be defined in their X,Y co-ordinates within a region by using a paint map, rather than having them defined by elevation defined in a height map. This will allow where grass or rock or stones or dirt, etc., appear within the region. providing much more flexibility in how terrain appears / changes.
    • Terrain painting will use the same permissions as terrain texturing (so if you have terraforming permissions, then tertian paining is possible; if you have the appropriate region permissions, you can define the PBR materials for the region.
    • Region owners / estate managers will have the ability to select whether the texture / heightmap is available in a region or whether the region uses terrain painting via a toggle switch in the Region floater. If Terrain painting is enabled at the region level, parcel holders (if I am understanding correctly) will be able to opt out / in.
  • Other points of note:
    • LL prefer to limit terrain painting to the four available slots at region revel, rather than allowing fully customisable swatches / slots at parcel level, as the latter presents “non-trivial issues” for terrain texture handling /loading.
    • Terrain painting will require a new entity to be introduced. Exactly what form this will take is still being discussed internally; it is unlikely to be a new asset type.
  • Much longer term options being considered for this capability might be to:
    • Allow prims to act as part of the terrain, inheriting the materials of the terrain, whilst still allowing the prim to be sized and shaped.
    • Perhaps allow the terrain within a region to be replaced by “something” else created externally to SL and then imported.
    • Neither of these ideas are currently being pursued beyond possible ideas / options.
Status
  • Cosmic believe she is getting close – perhaps another couple of weeks – to having an initial viewer build with the capability.
  • This initial build will allow terrain painting purely on the viewer-side; there will be no support for saving changes on the simulator; this will come as the work continues to be developed.

Transmission / IOR – Geenz Linden

  • Transmission and Index of Reflection (IOR)  will provide:
    • Both refraction and “blurry” refraction suitable for things like frosted glass surfaces.
    • Dispersion, allowing chromatic aberration, allowing the RGB channels to “separate out” based on a certain factor.
    • Volume, allowing an object surface to be tinted at different surface thicknesses .
    • Geenz is currently wrapping this work to get it into the Develop branch of the viewer following an internal demonstration at the Lab.

General Discussion

Performance Issues

  • It’s been confirmed that the potential for performance drops was missed within the code Firestorm took to integrate into their PBR viewer offering, and given they have the largest share of users (particularly those on low-to-mid range systems – e.g. those with 16Gb of RAM or less, and mid-to-low spec GPUs or with integrated graphics), their users have been the hardest hit with performance issues.
    • As a result, Linden Lab is now working with Firestorm to resolve the current issues.
    • As noted above, Linden Lab is now working to prioritise the release of a viewer with a number of fixes and updates aimed at improving / restoring viewer performance.
    • In the interim, the recommendation is for anyone experiencing severe performance issues to roll back to a pre-PBR viewer release.
    • Further, given that fixes beyond those currently being prioritised by LL will take time to surface, and the fact that there will continue to be systems that struggle with PBR, Firestorm has stated that version 6.6.17 of their viewer (the last pre-PBR release) will not be blocked per standard policy, but will remain available on as “as is” basis (e.g. not subject to bug maintenance or update with new features).
  • Fixes LL are looking to get out after the “prioritised” viewer has been released include:
    • Addressing  issues with the texture pipeline.
    • Fixing an issue whereby viewers on systems without dedicated video memory continually allocating available system memory to textures until all available system memory is consumed and the system suffers “performance death” until restarted.
    • A fix from the Alchemy team for an issue wherein if Mirrors are disabled in a viewer session, they continue using system resources until the viewer is restarted.
  • There will be “some form of communications coming out soon” to help inform people who are having a negative experience with PBR about what is going on to help alleviate issues.

In Brief

  • As far as enhancing rendering / shaders is concerned, the focus currently is on getting a working glTF scene implementation first, then working out what to backport to materials in inventory for applying to prims / non-glTF meshes. The will provide a good frame of reference when backporting materials to legacy objects and help maintain a consistency of appearance.
  • The meeting was overtaking by an extended discussion / diagnosis of a issue with hair which is becoming increasingly notices (hair appearing to “clump” or get blurred which does not appear to be directly related to colour alpha blending).
    • The problem is in part exacerbated by the fact the most SL hair is No Mod; so issues cannot be easily user-addressed.
    • No clear solution to this was presented, and the conversation is liable to continue, so will update if / when a way forward becomes clearer.
    • One idea floated, but will require a lot more internal investigation before LL move one way or the other, is to potentially add flags that will allow certain parameters within No Mod objects to be modified where it makes sense for them to be modifiable.
    • Expect further discussion on this.

Next Meetings

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL SUG meetings week #33 summary

Cloud Edge II, July 2024 – blog post

The following notes were taken from the Tuesday,  August 13th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. Pantera videoed the meeting, and the recording is embedded at the end of this piece – my thanks, as always, for her work.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • There will be no planned deployments for the week, but the channels will be restarted. LL have decided to hold-off deploying the Summer Fun / Combat 2 update to further channels for another week. Rider Linden described the reason thus:
As we rolled out further we encountered a product that had a scripting bug that caused it to misbehave on the new servers. We reached out to the creator and he’s fixed the issue and is issuing updates. We wanted to give him a chance to get those out all across the grid.

SL Viewer Updates

On Tuesday, August 13th, the WebRTC RC viewer updated to version 7.1.9.10325451220.

The rest of the current crop of viewers remains as:

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts:
    • Atlasaurus RC (object take options; improved MOAP URL handling), version 7.1.9.10220184061, August 7.
    • Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
    • Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.

In Brief

Combat Partnership Reminder

  • With Combat 2.0 becoming available, Linden Lab has announced the Combat 2.0 Promotion Partnership Programme has been launched.
    • The intention behind the Promotion Partnership Programme this is to give those actively involved in combat activities in Second Life the “opportunity to help us spread the word across the grid about Combat 2.0 in Second Life”.
    • In particular, this will see some of the LL combat regions (e.g. Concord and Lexington) a facelift and use them to showcase Combat 2.0, with participants in the Programme asked to donate free-to-use combat items for use in the regions.
    • In addition, participants will have their regions / communities included in a Combat section of the Destination Guide. There may be other benefits for participants as well.
    • Those interested can sign-up via this Google form.

General

  • Recent bugs / requests under review / potentially to be pulled into upcoming simulator updates (e.g. BBG, which will follow Picnic):
  • Weird region crossing behaviour:
    • Various reports of a rare and intermittent vehicle region crossing oddity, in which the crossing goes wrong, unseating the rider- but rezzing a grey prim in the rider’s place as a par to of the vehicle’s linkset “created” by the rider. When unlinked, the prim slides around on the ground but has a rotation lock property on it that keeps it upright.
    • Some think this might be a very old bug that can replace the vehicle rider with an agent-sized cube, per [#BUG-3547] Sim Crossing Rezzes Objects Surrounding Individuals.
    •  It is unclear if any report has been filed recently against the problem, so if anyone encounters it, they are asked to raise a bug report with as much details as possible.
    • Leviathan Linden noted:
Avatars ARE prims, but with some meta data and a session that makes them special. The prim should have been deleted when the session was cleaned up or failed…. which suggests the session itself failed to be created on the far side of the region crossing.
  • There was a discussion on regex functions, based off of llRegex* functions, of which Rider Liden said:
I’ve just not had time to get to it yet. I think I have the code organized to a point right now where they wouldn’t be too much work to implement.
  • Please refer to the video below for further details of the meeting.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 SL SUG meetings week #32 summary

Soulstone, July 2024 – blog post

The following notes were taken from the Tuesday,  August 6th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log. Pantera videoed the meeting, and the recording is embedded at the end of this piece – my thanks, as always, for her work.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • The SLS Main channel was restarted on Tuesday, August 6th 2024.
  • On Wednesday, August 7th:
    • The BlueSteel RC is to be restarted.
    • The remaining RC channels should receive the Summer Fun simulator update, which includes the initial Combat 2 updates from Rider Linden.

Upcoming Releases

  • The is an internal discussion going on at the Lab as to the next simulator update. This may either be Picnic or the back-end WebRTC updates – with the most likely order being Picnic first, then WebRTC.

SL Viewer Updates

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • WebRTC Voice RC, version 7.1.9.10084807842, July 26.
    • Atlasaurus RC (object take options; improved MOAP URL handling), version 7.1.9.9981869229, July 22.
    • Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
    • Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.

Game Controller

  • As a reminder – Summer Fun includes the Game Controller updates from Leviathan Linden, but these have yet to reach a former viewer release.
  • Also, and just as a FYI for those trying the pre-release game control viewer:
    • If the viewer is used on a simulator without the back-end support (e.g. any simulator on the SLS Main channel after toWednesday, August 7th, and Tuesday, August, 13th), the viewer will be logged out in what might look like a crash.
    • This generally only happens the the GameControl option is enabled, but has also been reported on occasion even with the option disabled.

In Brief

  • A general and (theoretical) means of cleaning-up the viewer codebase, and the potential risks in doing so (e.g. apparently “unused” code removed or capabilities thought as no longer relevant resulting in content breakage.
  • The above extended into the use of APIs in the viewer as well, with encouragement for those with ideas for APIs to file them as feature requests (such as this feature request).
  • Rider confirmed that the promised facelift for the LL combat regions will focus on Concord, Lexington and No Man’s Land.
  • It’s been noted that outdated map tiles are still appearing on the World Map despite recent updates – apparently, the final updates to the map server have yet to be deployed, hence the delays in updates some might witness.
  • Please refer to the video below for further details.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2024 week #31: SL CCUG + TPVD summaries

Angel of Pain, July 2024 – blog post
The following notes were taken from:

  • My audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, August 1st, 2024.
  • My audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, August 2nd, 2024. My thanks to Pantera as always for providing it.

 

Table of Contents

Note that this is not intended as a full transcript of either meeting, but rather a summary of those topics discussed in terms of project LL have in progress feedback given to ideas / questions comments.

Meetings Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • For both meetings: dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

  • Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • WebRTC Voice RC, version 7.1.9.10084807842, July 26.
    • Atlasaurus RC (object take options; improved MOAP URL handling), version 7.1.9.9981869229, July 22.
    • Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
    • Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.

Upcoming Releases

  • The WebRTC RC viewer remains first in line for promotion to de facto release status.
  • It will most likely be followed by the Atlasaurus RC, although this currently has a higher then expected crash rate at present.

CCUG – Graphics / glTF

PBR Terrain Painting – Cosmic Linden

Summary
  • An in-development project. Current intent:
    • Provide a means to support the four PBR materials currently used in SL for “terrain painting”.
    • Will allow materials to be defined in their X,Y co-ordinates within a region by using a paint map, rather than having them defined by elevation defined in a height map. This will allow where grass or rock or stones or dirt, etc., appear within the region. providing much more flexibility in how terrain appears / changes.
    • Terrain painting will use the same permissions as terrain texturing (so if you have terraforming permissions, then tertian paining is possible; if you have the appropriate region permissions, you can define the PBR materials for the region.
  • Other points of note:
    • LL prefer to limit terrain painting to the four available slots at region revel, rather than allowing fully customisable swatches / slots at parcel level, as the latter presents “non-trivial issues” for terrain texture handling /loading.
    • Terrain painting will require a new entity to be introduced. Exactly what form this will take is still being discussed internally; it is unlikely to be a new asset type.
  • Much longer term options being considered for this capability might be to:
    • Allow prims to act as part of the terrain, inheriting the materials of the terrain, whilst still allowing the prim to be sized and shaped.
    • Perhaps allow the terrain within a region to be replaced by “something” else created externally to SL and then imported.
    • Neither of these ideas are currently being pursued beyond possible ideas / options.
Status
  • Cosmic has been carrying out some early internal testing on how terrain painting looks using the paint map and how it works in practice in terms of bandwidth and performance.
  • The initial results of these tests is described as “promising”.

Punctual Lights and Transmission / IOR – Geenz Linden

  • Punctual lights:
    • This a glTF extension that has recently been folded into the main specification, defining the use of lighting sources (house light, table lamps, street lights, etc.), including the potential for shadow casting from such light sources.
    • Geenz is working to implement punctual lights, but they will be tied to the node hierarchy for glTF scene imports.
    • The first iteration of the work will not include shadow casting, and will focus on point and spot lighting as defined in the glTF specification.
  • Transmission and Index of Reflection (IOR)  will provide:
    • Both refraction and “blurry” refraction suitable for things like frosted glass surfaces.
    • Dispersion, allowing chromatic aberration, allowing the RGB channels to “separate out” based on a certain factor.
    • Volume, allowing an object surface to be tinted at different surface thicknesses .
    • Geenz believes there is one significant bug left to resolve, relating to the scaling of the effect.

General Discussion

  • A request has been made for a “glTF FAQ” to be put together, based on the Lua FAQ that has been made available, and which is seen as extremely useful.
    • The request was specifically made for a glTF Scene Import FAQ, as this capability has the potential to have the biggest impact on SL in terms of content creation, as glTF scenes have the potential to cover multiple areas (e.g. object import, sounds, animations, node hierarchies, lighting, etc.).
    • However, such a FAQ / series of FAQs could allow creators to more fully understand what is being proposed / has been considered / might be excluded, etc.,  thus offering them the opportunity to make more informed suggestions / requests to hep move glTF projects forward.
    • This was seen by LL as something which should “definitely” be on the road map, but may take time to surface as much of what might be covered is still only being discussed / prototyped internally to see what is feasible, and so subject to change.
    • In the interim a set of questions posted to the Content Creation discord channel was suggested as a means to get the ball rolling in providing ideas as to what a FAQ / FAQs might address.
  • PBR individual material UUIDs accessible via llGetPrimitiveParams on non-full permission objects has been raised and is subject to being tracked and investigated.

TPVD – WebRTC Voice Update

Summary

  • Replacing the use of Vivox for Voice in SL with WebRTC communications protocol (RTC=”real-time communication”).
  • Benefits:
    • Move to a “defacto standard” for voice services, with features such as automatic echo cancellation, better noise cancellation and automatic gain control, etc., and offers much improved audio sampling rates for improved audio quality
    • WebRTC can be supplied within the viewer using a library and wrapper, ending the need for any additional third-party plug-in for Voice like SLvoice.exe, as supplied by Vivox.
    • Opens the door to adding new features and capabilities to SL Voice, some of which have been long-requested.
  • Care is being taking to address potential security issues (e.g. preventing eavesdropping, exposing users’ IP address (by using an internal proxy server), etc.).
  • Feature requests for WebRTC made via the WebRTC board on the SL Feedback Portal are being evaluated and some are being actioned, together with issues being investigated.
  • LL will be looking to Linux devs to help give feedback on how well WebRTC is working on their Linux viewers.

Status

  • The plan remains to try to promote the WebRTC RC viewer to release status ASAP, with the aim of having as many TPVs adopt it as possible prior to the back-end switch being thrown to move all simulators to only using WebRTC.
  • The work is at a point where there is just a “handful” of issues, with fixes most of them actually being tested by QA.  Some of these are transition issues related to moving between regions using Vivox and regions using WebRTC (or vice-versa).
  • LL hope to release the back-end support for WebRTC peer-to-peer and Group calls, which should remove some of the limitations with testing WebRTC.
  • Roxie Linden also noted some third party viewer users using Linux viewers have been having device/audio subsystem issues with WebRTC, and has offered to provide some assistance with these problems – with the caveat that she’ll need TPV developers to diagnose their issues and on the fixes.

In Brief (Both Meetings)

Combat 2.0

  • The updates to the SL Combat system (SLCS), otherwise known as “Combat 2.0” are now in a deployment phase.
    • After to prior attempt, the updates are now deployed to the BlueSteel simulator RC channel.
    • Providing no further issues are found, the updates (as part of the Summer Fun simulator update) will be deployed to he remaining RC channels on Wednesday, August 7th; and then to the SLS Main channel on on Tuesday August 13th.
    • In the meantime, those involved in Combat in SL and who wish to have their regions able to leverage the new capabilities can file a support ticket to have their region moved to a channel supporting Combat 2.0.
  • With Combat 2.0 becoming available, Linden Lab has announced the Combat 2.0 Promotion Partnership Programme has been launched.
    • The intention behind the Promotion Partnership Programme this is to give those actively involved in combat activities in Second Life the “opportunity to help us spread the word across the grid about Combat 2.0 in Second Life”.
    • In particular, this will see some of the LL combat regions (e.g. Concord and Lexington) a facelift and use them to showcase Combat 2.0, with participants in the Programme asked to donate free-to-use combat items for use in the regions.
    • In addition, participants will have their regions / communities included in a Combat section of the Destination Guide. There may be other benefits for participants as well.
    • Those interested can sign-up via this Google form.

2K Texture and PBR Materials Support and Bakes on Mesh

  • This is now an active project. However (and as previously indicated in these summaries), the work is more than just updating the Bake Service.
  • In particular, it will mean bringing the code for the appearance service back into the viewer codebase.  However, this will will yield two benefits:
    • It will make the code is easier to update in future.
    • Could potentially make it easier possible to add PBR materials support to Bakes on Mesh in the future (although some design work on what compositing PBR materials layers means).
  • It was noted that the priority is to get “PBR BOM” in place prior to any release of glTF scene import.

Additional Items

  • It has been reported that some auto-replies to Canny tickets do not always include any linked ticket.
    • For example: Beta grid: water “sandboxes” was raised in Canny, but closed as already tracked, but fails to publicly list the tracked issue – in this case Github archive issue #9258 (originally Jira BUG-231883).
    • It was broadly agreed that it would be useful for these replied to at least reference archived / accepted tickets from Jira – even if the tickets themselves cannot be views (e.g. as they relate to a security issue).
  • Viewer release process:
    • Brad Linden has been working on the new viewer Gitflow process and release branches.
    • As previously noted, the focus is on moving away from having multiple release candidate cohorts based on different codebases in flight, as has been the case since around 2012, and instead focus on a core Develop branch of the viewer, from which RC versions can be built – so each RC viewer is essentially a “snapshot” of the Develop Branch code, rather than being an entirely separate viewer to anything else in flight.
    • It is hoped the formal switch-over to this approach will commence with the Atlasaurus RC.
  • The Lab’s Linux viewer work currently resides within the Maintenance B RC viewer branch.
    • This is awaiting merging into the the main Development branch, and has encountered some issues with merging.
    • Once the merge has happened, and remaining issues dealt with, then packaging Linux builds for the viewer “could start happening some time after that” (so some time after the Atlasaurus viewer release).
  • The TPVD meeting included a general discussion on the future of LODs (Level of Detail):
    • As a part of glTF adoption, Linden Lab is looking at adopting the Microsoft LOD extension for glTF 2.0, one outcome of which could be the removal of the RenderVolumeLODFactor (RVLF) setting from the viewer’s Debugs.
    • It was noted that as manually setting RVLF has long been the means by which creators can hide issues with LODs (i.e. raise LOD and force the viewer into rendering the higher LOD instances of an object), removing the debug is going to the lead to a lot of poorly-made content being exposed, potentially leading to a lot of upset.
    • However, it was also noted a more standardised approach to LOD instances of objects is required, and adoption of the Microsoft glTF  extension is the means to achieve this, allowing content creators to better leverage LOD generation within tools like Blender.

Next Meetings

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.