2024 week #1: SL CCUG meeting summary: PBR and MP

Blue Finch Frosty Hollow, November 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, January 4th, 2024.

  • 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 viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden, in accordance with the dates and times given in the the SL Public Calendar, which also includes the location for the meetings.
    • Conducted in a mix of voice and text.
    • Open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript.

Official Viewers Status

No updates through the week, leaving the current crop of official viewers as:

  • Release viewer: version 7.1.1.7039128750, formerly the Maintenance V(ersatility) RC viewer, issued December 1, promoted December 14 – displaying user-customized keybindings in chat – NO CHANGE.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance-W RC viewer, version 7.1.2.7213596294, December 18 – bug and crash fixes.
    • glTF PBR Materials Maintenance RC, version 7.1.2.7215179142 issued December 15 – numerous bug fixes and improvements.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y RC, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

General Notes

  • It appears that the glTF PBR Materials maintenance RC viewer is being fast tracked for promotion to de facto release status. This could happen in the next few (working) days.
  • The Emojis viewer is currently held up due to some viewer library merging issues and some other unspecified issues. However, the hope at the Lab is that this will be the next viewer promotion after the glTF PBR maintenance release.

Client-Side Scripting

  • This has been the subject of some discussions at a number of recently User Group meetings and also internally at the Lab. Key areas of use for such a capability are seen by the Lab as:
    • Allowing viewer modifications to the UI.
    • Enabling client-side script testing.
    • Providing support for viewer-side functionality.
  • Those as the meeting saw the ability to use client-side scripting to generate HUDs (with the ability for the client scripts to trigger server-side supporting LSL events / functions); ability for custom menu generation for products, etc.
  • In terms of HUDs, it was suggested by Vir Linden that a more cohesive approach might be to provide support directly through the existing viewer UI and using commands native to the UI rather than part of an additional scripting capability to build / operate HUDs.
  • Note that this is not at present an active project, more the fact that discussions are going on about the potential for such a capability.

PBR Materials

  • Runitai Linden has been working to improve the look of the PBR EEP settings in light (no pun intended) of the significant negative user feedback concerning it.
  • Whilst it does have a large number of fixies and improvements, the glTF PBR maintenance viewer does not address all issues users have reported, and a further maintenance viewer for PBR is anticipated some time after the current update has been promoted.
  • A discussion was raised on the inability to have PBR materials on a object together with “classic” (Blinn-Phong) materials underlying them as a fall-back (as to get to the “classic” materials, the PBR must effectively be stripped from the object.
    • As the two approaches are essentially incompatible, an effective means of making this possible is not seen as easy / possible. The decision to separate them was also a conscious one on LL’s part, specifically because they did not want to burden creators with the idea that they must provide two sets of materials for their content in order for that content to “look good” under bot PBR viewers and non-PBR viewers (particularly as glTF / PBR is seen as the future of Second Life .
    • One suggestion was to perhaps used the PBR albedo texture as the defuse texture with “classic” materials. However, it was pointed out that again, PBR albedo textures are not the same as diffuse textures, so whilst it might work in some cases, it probably won’t work in all cases, and mileage on effectiveness subsequently vary.
    • Given that PBR is intended to be the way forward for the majority of SL, the preferred approach (from LL’s perspective) is that where a need to offer products with both Blinn-Phong (classic) materials and PBR materials, then produce two versions of the product.
  • A request was made to have more PDR assets added to the Library (notably PBR EEP settings). It was indicated that LL are looking to add more PBR content to the Library, which may well include additional sky settings.

Marketplace Discussion

  • As members of the Commerce Team were present at the meeting, there was a further discussion on how the MP is being gamed. This focused on how some sellers are exploiting the fact that items which are intended for gifting to others must have a Linden Dollar value against them in order for the “Add Item To Cart As Gift” button to be available.
    • The gaming involves placing the term “gift” and multiple product titled, then charging only L$1.00 for each item
    • This results in multiple items being sold in high volumes, helping to promote the seller(s) to the top of the Marketplace Best Selling Products listing.
    • Garfield Linden indicated he had some ideas to help address this, but needed to discuss them internally.
  • The above led to a wider discussion on Gifting through the Marketplace – such as clarifying the gifting process so people don’t end up using Buy Now in error, and sending an intended gift to themselves, and also on providing the means for creators to send copies of their own products as gifts through the MP (e.g. to bloggers for review purposes).

Next 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

January 2024 SL Web User Group summary: Marketplace issues

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday January 3rd, 2024. They form a summary of the items discussed and is not intended to be a full transcript. A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary – my thanks as always to Pantera for recording it and making it available.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and / or text.
    • At this location.
  • 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.

Marketplace

The meeting started with an apology for the issue over the New Year period which included items merchants were trying to list failing to appear, items and stores failing to show up in search results (see BUG-234924). The Lab believe the causes of the issues have been fixed, and processes have been put in place for the back-end systems to better alert support / engineering when issues of this nature occur.

A request was also made for any merchants still experiencing problems in trying to list items or in having their items / stores show up in searches, to file a Jira with LL.

The above was followed by a meeting-length discussion with what are seen as getting to be long-term terms issues with the MP, some of which are the results of changes which have inadvertently given rise to opportunities for the Marketplace to be gamed, and merchants losing revenue as a result. Key among the complaints being made were (but not limited to):

  • Active stores seeming to vanish from the Marketplace entirely.
  • Listed items failing to show up in any searches.
  • Exploits such as items being falsely labelled in the Product title field producing misleading search results.
  • Exploits being opened as a result of the 2022/23 overhaul of ElasticSearch (the engine powering MP searches), and relevancy weightings being given to product titles .
  • Exploits allowing spamming through the features tab which further influences search results in favour of those doing the spamming.

It was noted that these issues – including the problems of items and stores not appearing in searches – go back over several months (rather the the issue witnessed over the new year period being a “one off”), and they are giving rises to across-the-board upset and frustration among MP merchants, and with their customers.

The conversation was very much one in which people spelled out the issues being experienced, whilst Lab representatives at the meeting mostly listened and took notes. This being the case, and rather than risk parsing the meeting through my own subjective presence as someone who is not a merchant, I will refer readers to the video of the meeting as embedded below, and encourage anyone experiencing any of the issues raised to file a Jira bug report with Linden Lab on the matter.

Marketplace Styles

  • Part of the above discussion touched on Marketplace Styles (allowing things like different colour variants for a product in a single listing).
  • This was promised as being an active project throughout 2022, with (the since departed) Reed Linden stating in November 2022 (see November 2022 Web User Group: new “Plus” subscription level) the capability could appear before the end of that year or in 2023.
  • As more than a year has passed without mention, I raised the topic at the end of the meeting, requesting the actual status of the work (particularly as when it was raised in 2023, not long after Sntax Linden has taken over the WUG meetings, he did not appear to be aware of the project). The response was:
Styles is at the top of my list for things for MP. Just need to find the right time to slot it in. I can’t promise when but I am hopeful we can make headway on it this year. 

– Sntax Linden

  • Which probably means that if you are a Merchant who has been looking forward to this capability, probably best not to hold your breath for its arrival. Unless you’re especially fond of blue.

Next Meeting

  • Wednesday, March 6th, 2024.

2024 SL SUG meetings week #1 summary

The Hamptons, November 2023 – blog post

The following notes were taken from the Tuesday, January 2nd, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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):
  • They 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

  • No scheduled deployments, just region restarts.

Viewer Updates

The current official viewers list starts the year unchanged from where it saw out the old year.

  • Release viewer: version 7.1.1.7039128750, formerly the Maintenance V(ersatility) RC viewer, issued December 1, promoted December 14 – displaying user-customized keybindings in chat – NO CHANGE.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance-W RC viewer, version 7.1.2.7213596294, December 18 – bug and crash fixes.
    • glTF PBR Materials Maintenance RC, version 7.1.2.7215179142 issued December 15 – numerous bug fixes and improvements.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

In Brief

  • A quiet meeting as a number of the engineering team are on extended vacation (so no Rider, Leviathan, et al).
  • LL are continuing to work on the issue of repeating collision sounds on the RC channel and the Fall Colors update (see:
  • BUG-234835 “Can hear Collisions “play” on RC channels”). This should have been reverted over the holiday period to minimise the annoyance, but no news on when an actual fix is likely to be deployed.
  • Simon Linden has been poking at the Avatar Appearance message, so that at some point soon it will get both a list of attachments as well as some info on pending attachments. He’s also tweaking ObjectUpdate for root prims so it will  include the number in the linkset.
  • A lot of general conversation on region crossings, PBR (and the issues being experienced by those on PBR-enabled viewers). Please refer to the video below for specifics.

† 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.

2023 SL SUG meetings week #51 summary

Nom Nom Café Library, November 2023 – blog post

The following notes were taken from the Tuesday, December 19th Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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):
  • They 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

  • No scheduled deployments, just region restarts.

Viewer Updates

On Monday, December 18th, the Maintenance-W RC viewer (bug and crash fixes) updated to version 7.1.2.7213596294.

  • Release viewer: version 7.1.1.7039128750, formerly the Maintenance V(ersatility) RC viewer (displaying user-customized keybindings in chat), issued December 1, promoted December 14.
  • Release channel cohorts:
    • glTF PBR Materials Maintenance RC, version 7.1.2.7215179142 issued December 15 – numerous bug fixes and improvements.
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

Game Controllers Update

From Leviathan Linden:

I had a fresh working game_control viewer [on Github] on Wednesday [Dec 13]. There is an updated viewer that allows avatar control “Actions” to be translated into GameControl input. 
DaveP pointed out that game_control could be hijacked to supply midi input if the number of supported buttons was uncapped. Right now the game_control event is limited to 32 buttons because they are stored in a 32-bit mask. However, that would require button state to be represented in lists, which I had originally proposed, but received feedback saying scripters would prefer the bitwise masks –> much faster to process.

In Brief

  • Party week + No Change window, so not a lot discussed / little news.
  • Leviathan Linden has implemented llGetAspectRatio() for attachments, and is aiming to release it in the new year with the Gingerbread simulator update (likely mid-to-late January).
    • There are no parameters for the function, it just returns horizontal/vertical ratio float value if the scripted object is an attachment.
    • The item doesn’t need to be attached as HUD, any attachment point works.
  • The bug within the current Fall Colors simulator release (currently on all RC channels) which causes repetitive collision sounds has not been completely resolved. See BUG-234835 “Can hear Collisions “play” on RC channels”.
  • The first hour of the meeting focused on a general discussion on possible scripted updates for the SL camera (including whether or not some general camera improvements might be better handled viewer-side).
  • Please refer to the video below for the core meeting – which extended beyond the hour due to the live music; unfortunately, I had to depart for the physical world just after the first hour was up.

† 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.

2023 SL SUG meetings week #50 summary

Subcutan Art Gallery: Japanese Garden (lower area) blog post

The following notes were taken from the Tuesday, December 12th Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript. A video of the meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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):
  • They 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

  • Tuesday, December 12th: the SLS Main channel was re-started without any simulator updates being deployed.
  • Wednesday, December 13th: the “Fall Colours” maintenance update should be expanded across all RC channels. This update includes llRezObjectWithParams, llIsFriend, but will not include the game controller updates.

Viewer Updates

On Tuesday, December 12th, the glTF PBR Materials Maintenance RC, version 7.1.1.7173980941, was issued. Among the updates / fixes included are:

  • Fix: BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Fix: BUG-234632 “[PBR] – Regression – Lossless compression normal map upload via GLTF asset is broken”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Improvement: “SL-20611 Haze has no effect on local lights”.
  • Update: 17 new Materials available via the Library.
  • Please refer to the release notes for the full list of fixes / updates / known issues for this release.

Other viewers in the pipe remain as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1.
    • Maintenance X RC, version 6.6.17.6935636398, issued November 21 – usability improvements.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

Game Controllers

From Leviathan Linden:

I’m trying to provide an updated viewer that allows for keyboard support: send game_control data even if you don’t have a game controller. I hope to have something available for download today, but just got the Mac version to build but it is missing some UI and I don’t know why yet.
What would be new in that game_control viewer are two things:
  1. The ability to map most avatar movement controls (e.g. push_forward, strafe_left, etc) that have keyboard bindings… to game_control axes and/or buttons.
  2. [A] small change where I negate the axis by default on the X-components of the joysticks on your controller. This to make it so that LEFT is in the positive direction [so] if you’ve already negated that channel in test scripts then you will need to remove your own negation.
What is NOT in the new viewer:
    • Remapping of controller inputs
    • Arbitrary keyboard mappings to game_control inputs — you can map the “Actions” of avatar movement/control that already have keyboard mappings… to game_control inputs.
    • Detection of odd game controller hardward — I still have a Thrustmaster HOTUS controller on order but it hasn’t arrived yet. I blame X-mas package traffic jams.

Combat Simulation

  • Rider Linden has published his outline document on improving SL’s combat capabilities, which can be found within the combat systems discussion thread on the forums, and is gaining good feedback on it.
  • This led to a general discussion on requirements / concerns over conflicts in trying to address multiple combat systems, managing Damage (and the potential for a “damage budget” / sliding scale of damage based on weaponry.
  • The new user group for combat systems should be starting up in the new year. For now, please refer to the meeting video for the general discussion, which starts around 18 minutes into the meeting and continues through until the end.

In Brief

  • Rider Linden continues to prove himself cool and hip – this week referencing Carl Reiner’s classic neo-noir mystery comedy film Dead Men Don’t Wear Plaid. At least he didn’t get in T-R-U-B-I-L for doing so.

† 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.

2023 week #49: SL CCUG meeting summary: PBR status; Game Controllers

The Middle of Nowhere, November 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, December 7th, 2023.

  • 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 viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden, in accordance with the dates and times given in the the SL Public Calendar, which also includes the location for the meetings.
    • Conducted in a mix of voice and text.
    • Open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript.

Official Viewers Status

The Maintenance X RC viewer (usability improvements) updated to version 7.1.1.7088410646, on December 7.The rest of the official viewer stand as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance-W RC viewer, version 7.1.1.7088402585, December 5 – bug and crash fixes.
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1 – displaying user-customized keybindings in chat.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

General Notes

  • It is unclear which viewer is liable to be promoted (if any) to end-of-year de facto release status. Currently both the Maintenance V RC and the Emoji viewer are seen as possible candidates – although the latter has yet to be updated to Github Actions / merged with the PBR release viewer code base.

PBR Materials

  • Maintenance work on the initial release is well in progress.
  • This work includes updates to environmental haze, per my previous CCUG summary (e.g. making local lights and glow be subject to haze  / fog such that those further away appear dimmer / are blotted by the haze / fog, rather than poking through it; fixing BUG-234235 “[PBR] alpha blend on water is acting a bit like invisiprim” + correcting the fact that Linden Water is currently drawn twice in a rendered scene, when visible).
  • There have been some reported permissions issues with PBR / glTF, and these are being worked on.
  • A fix (courtesy of Ansariel Hiller) for BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release” has also been pulled into the maintenance update.
  • BUG-234728 “[PBR] Masked alpha gradient textures change with viewing angle” has been accepted by the Lab, but is proving difficult to consistently reproduce, slowing the investigation.

PBR Terrain Work

Materials applied to Second Life terrains. Credit: Linden Lab
  • Per past meeting notes, Cosmic Linden is prototyping the application of PBR materials on terrain (see this blog post for more).
  • Important notes with this work:
    • It is not terrain painting. It is the application of PBR materials – terrain painting is described as “something that’s on the radar” at LL.
    • The work does not include support for displacement maps.
    • The work is currently only viewer-side, with no corresponding server-side support, the idea here being to prototype what might be achieved and testing approaches / results.

Current Status

  • With PBR Materials now having shipped, cosmic Linden is turning her attention back to this work.
  • The first order of business she sees is to get a project viewer supporting PBR terrain made available for users to try.
  • Cosmic is also working on refining the PBR swatch / picker in the viewer’s UI.
  • There is an issue with how PBR normal appear when used within terrain which needed to be corrected.

Game Controller Support

Project Summary

  • The work is being led by Leviathan Linden, to provide game controller support at the scripting level (e.g. for handling things like vehicle movement, scripted objects etc.).
  • It is not currently related to matters of avatar locomotion / camera movement, which is covered by the Preferences → Move and View → Other Devices (/Joystick) options, and considered out-of-scope for the work at present.
  • Official documentation on the server-side support can be found on the Game Control page of the SL Wiki. Note this is based on the Simple Direct Media Layer (SDL) library for the button naming conventions, with some additional buttons added by the Lab to provide support for up to 32 buttons, rather than the 21 offered by SDL.
  • At the time of writing, the Gingerbread maintenance branch with the prototype Game_Control feature is available on Aditi (the Beta grid) on the following regions: Aegis Island, Blake Sea – Turnbuckle, Cloud Sandbox 1, Cloud Sandbox 2, Firestorm Aerodrome, Gothlauth, Hona Lee Puff, Jigglypuff, Laefeon, LR151, LR 152, Mauve, Moonberry, Morris, SG2, and Smithereens.
  • The current methodology for the Game_Control event is for whatever button is pressed on a games controller, an overall state is sent to the viewer, comprising:
    • The number of buttons available, presented in bitmask form to any controlling script.
    • A range of six axes in the range -1 to 1, given as floats), which the event then presents to an LSL script, which can then parse them.
    • The Game_Event function then passes this information to a controlling LSL script for parsing.
    • Notes:
      • The above points should not be considered tablets-of-stone, Leviathan is open to taking feedback from vehicle builders, etc., – such as including things like mouse input within the axes data.
      • Event_Control does not include a means for handling force feedback in its current form, but something like this might be added in a future iteration.
  • Note that discussions on the project are also held within the Simulator User Group meetings (summaries here).

Current Status

  • Consideration is being given to the fact that when the data on a games controller is sent to a script, it will have to be sent in sequence – so does this mean the inputs received by the Game_Control event should be given more meaningful names prior to being parsed by an LSL script?
  • Also, what does the LSL script need to know? Is it what button is being pressed or what action is being performed? Three lines of thought emerged in discussions:
    • One for keeping button options as “standardised” as possible, rather than allowing actions to be arbitrarily mapping to buttons (with the result that every creator using the capability will do so differently), possibly backed-up with a “best practices guide”. A concern with this approach was that it would require a degree of proscription (“button x can do  this, this or this” – which do you require?”), which might not meet all use-cases.
    • Allowing for a more arbitrary button / action assignment, sending the button names as bindable options to the viewer, and providing users with a UI element (accessed via an on-screen button) so they can freely map buttons to vehicle / object actions based on personal preference.
    • Something of a half-way house: providing a “standard” set of buttons that can be used by a controller, then providing a scripted means  / UI option to map vehicle / object actions to that set of buttons.
  • A further suggestion was made to have a core “glossary” of typical game controller inputs / actions (e.g. up, down, strafe left, strafe right, etc), but have the ability for script to identify the actions they require in controlling a vehicle / object, and allow the creator (/user, if a UI options for re-binding is provided), to map additional options to buttons /re-map preferences.
  • Discussions around these ideas set to continue.

In Brief

  • Not purely Content Creation related, but a Jira (BUG-234653 – “Feature Request: Invisible / Utility Login”) has been submitted requesting the ability for users to be able to completely hide their on-line status prior to logging-in. This is being considered for implementation.
  • The question of the status of the Puppetry Project was again raised. In short:
    • The overall project remains on “hold” for a variety of reasons (including both complexities and also limitations within SL which require separate addressing).
    • Some of the work originally sitting within the Puppetry banner – such as animation import – is either being considered as a separate project, or being folded into other work – such as glTF scene import (which encompasses items such a node hierarchies which are required for IK systems etc.).
    • This lead to a broader discussion of the potential with glTF (perhaps best left until the project relating to scene import becomes more public) and a history of the Puppetry Project, mush of which is summarised in my Puppetry Project meeting summaries).

Next 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.