2023 SL SUG meetings week #39 summary

The Enchanted Library, July 2023 – blog post

The following notes were taken from the Tuesday, September 26th 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 entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.

Server Deployments

  • On Tuesday, September 26th, simhosts on the SLS Main channel were restarted without any code update.
  • On Wednesday, September 27th, the RC channels will be similarly restarted without any change to the simulator version.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

Region Crossing Code Tests

Maestro Linden is leading work on trying to improve avatar arrival performance during regions crossings. As we all know, avatars entering a region that is busy / active with other avatars, can have an impact on simulator performance – which although not as bad as it once was thanks to an earlier tranche of this work a few years ago, is still a problem. The aim of this work is to smooth things even further, initially for the case of teleports, but later with direct / vehicle crossings.

As a part of this work, two regions have been opened on Agni – Arrival Terminal 1 and Arrival Terminal 2, each with a different configuration for handling avatar teleport arrivals. These were used through the greater part of the meeting for qualitative and comparative testing with controlled (and monitored) group teleports from regions with the current teleport protocol and directly back and forth between the two, with LL gathering up the resultant logs for review.

Following the session, Maestro indicated that further testing may take place at the next SUG testing, and the two regions may be places adjacent to one another to allow for testing physical crossing / vehicle crossings between them.

In Brief

  • Leviathan Linden is continuing to work on game controller integration with SL, but outside of having some issues in getting some buttons to recognise / be recognised by SL when using the SDL2 API.
  • Rider Linden is now in the midst of “a rather large refactor that should modernise how the simulators handle HTTP connections (both internally and with the outside world.”
  • A brief, general discussion on LSL, the Mono bytecode interpreter and its ability to potentially allow the use of other languages (e.g. C#) on top of it by having it call native functions in the selected language.

† 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 #38: SL CCUG meeting summary: PBR and Puppetry

Moksha, July 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, September 21st, 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.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes the location for the meetings.
    • Open to all with an interest in content creation.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

Viewer Updates

The Inventory Extensions RC viewer updated to version on Thursday, September 21st. The rest of the current list of official viewers remains as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
  • Project viewers:

glTF Materials and Reflection Probes

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • The overall goal for glTF as a whole is to provide as much support for the glTF 2.0 specification as possible.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • A update is coming up for deployment which should fix the protocol issue which has been a issue for the last several weeks (and noted in these summaries). Once deployed:
    • It will require those testing PBR materials to make sure they are using the latest RC viewer, or they will not be able to see edits to materials in-world.
    • Any scripts which have been created for handling PBR materials will need to be re-compiled as a result of a fix to prevent a conflict with one of the LSL constant values.
  • Concern has been raised about lighting using reflection probes, specifically where probes do not fit with a specific structure, leading to the indirect lighting from the probe “leaking through walls, floors, ceilings. This is seen as something to address once Vulkan support has been implemented, as this will open the door to the use of things like shadow atlases.

Ambient Lighting / Sky Brightness

  • A “big change” is being implemented in how environment ambience interacts with reflection probe ambience in an attempt to overcome the issue of “non-PBR” EEP enlivenments looking overly dark on the glTF/PBR viewer code.
  • Essentially, this will mean that environment ambience should be pretty much unchanged, unless one or more reflection probes with an ambience setting greater than zero but less than 1 are used within a scene.
    • If the probe’s ambience is set above 0 but below 1.0, then the probe’s ambience will be mixed with the environment (sky) ambience.
    • If the probe’s ambience is set to greater than 1.0, then the environment ambience will be completely ignored in favour of the probe’s indirect lighting ambience within the probe’s sphere of influence.
  • This should allow for a better balance, in that interior scenes can be set to utilise probe ambience, allowing for darkened room / cave, etc., interiors, without making the environment outside the influence of the probe(s) unduly dark / darker that it should be.
  • In addition, the tone mapping in the PBR renderer is being adjusted to prevent the viewer crushing colour values below 22 (i.e. towards their darker tones). This will better align the HDR colour mapping to SRGB without over-saturating blacks.
  • Longer-term, LL is considering a tone map / texture look-up people can plug-in to for sky settings, but for now the drive is to just drive home the idea that with PBR, tone mapping is now a part of the render pipe, and creators should not bake their preferred tone mapper into their content.

Mirrors

  • Mirrors are a part of the glTF / PBR materials project, but something of a separate tranche of work.
  • The idea is provide the means to have via high resolution reflections (i.e. mirrors) within a scene.
  • Initially only one active mirror surface per scene will be active for any viewer.
  • The process will use the PBR reflection probes mechanism, combined with a automated “Hero Probe” mechanism which with generate high resolution (512×512) “reflections” for the mirror.
  • The system will operate on the basis of avatar / camera proximity to a mirror surface triggering the closest reflection probe to become a “Hero Probe” for that avatar / camera. This means that if there are multiple mirrors placed within an environment, only the one closest to a given avatar / camera will be active and display the “reflections” generated by the reflection probe.
  • Depending on testing and performance, the number of mirrors might be expanded to two – one for mirror surfaces and one for Linden Water to generate high resolution water reflections where appropriate.

Status

  • An issue with the mirror code eating up all available VRAM has been addressed.
  • A viewer build is being queued-up in preparation to be made available via the Content Creators Discord channel.
  • Remaining work is seen as ensuring there is only one placement mode for Hero probes for mirrors, which should work on most objects and on ensuring culling works correctly (e.g. ensuring nothing behind the mirror surface gets rendered ad a reflection in the mirror.
  • There may also be some data modelling changes and shader tweaks along the way.

Puppetry Project

Summary

  • Previously referred to as “avatar expressiveness”, Puppetry is intended to provide a means by which avatars can mimic physical world actions by their owners (e.g. head, hand, arm movements) through tools such as a webcam and using technologies like inverse kinematics (IK) and the  LLSD Event API Plug-in (LEAP) system.
    • Note that facial expressions and finger movements are not currently enabled.
    • Most movement is in the 2D plain (e.g., hand movements from side-to-side but not forward / back), due to limitations with things like depth of field tracking through a webcam, which has yet to be addressed.
  • The back-end support for the capability is only available on Aditi (the Beta grid) and within the following regions: Bunraku, Marionette, and Castelet.
  • Puppetry requires the use of a dedicated viewer, the Project Puppetry viewer, available through the official Second Life Alternate Viewers page.

Status

  • This project grew in scope following initial inception, with various additional elements of work / projects being identified through Puppetry User Group meetings. As a result, meetings were suspended on July 13th, 2023, and have remained dormant since.
  • Currently, work related to scripted means of puppetry is blocked pending the IK work moving forward, and given that the IK work had expanded through the early part of the Puppetry work to become its own sub-project, both it and the scripted element of Puppetry have been placed on the back burner.
  • A further consideration with Puppetry is that “glTF phase two” will likely implement a node hierarchy, which will have significant implications for animations and puppetry. As such, putting the core of the work on hold for the time being is seen as sensible. However, that the work is on hold should not be taken to mean Puppetry has been abandoned.
  • Work is progressing on another spin-off piece of work: broadening SL’s animation import capabilities. As of July 2023, this work was leaning towards using Assimp (github: https://github.com/assimp/assimp), which supports some 30-40 animation formats (including the likes of .FBX and glTF), converting them to its own format for ease of import to multiple platforms, potentially including SL. However, no-one engaged in that work was available at the meeting to give an update on overall progress and current status.

In Brief

  • Physics engine: the Havoc physics engine for SL has not been updated since 2012. There “is an awareness” within LL that work needs to be put into making the simulator’s physics system more up-to-date, however, exactly what path this may take (e.g. updating Havoc or switching to a new engine or simply exposing more of what the physics engine can do) has not as yet been determined.
  • LL has noted the Unity situation regarding it new Install Policy due to be introduced from January 1st, 2024, given the SL Mobile application is built on the Unity Engine. Announced on Tuesday, September 19th, the announcement has generated considerable backlash from Unity developers and the situation is in a state of flux. As such, LL is watching developments in this area to see what direction Unity might ultimately take.
  • Much of the meeting was taken up with discussions on tier and (particularly) with the idea of LL developing their own alternative to Flickr as a potential new revenue stream. This is something that may become the subject of a separate blog post.

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.

2023 SL SUG meetings week #38 summary + MFA enforcement

Evergreen, July 2023 – blog post

The following notes were taken from the Tuesday, September 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 entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.

Server Deployments

  • On Tuesday, September 19th, SLS Main channel was updated to simulator update 6113592855 (aka “Dog Days”), previously on the majority of the RC channels. This update includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer promoted to Release status in week #34.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.
  • On Wednesday, September 20th, the RC channels will be restarted without any change to the simulator version.
  • Monday, September 18th saw AWS experience issues which also affected SL. These are believed to have been rectified.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Viewer MFA Enforcement

As I noted in my summary of the Friday, September 1st, 2023 TPVD meeting, Linden Lab is moving to enforce MFA through the viewer for all users who have opted-in the the Multi-Factor Authentication process

This move has now been made, as announced in an official blog post for Tuesday, September 19th, 2023. But what does it mean? Well, essentially this:

  • All users who have opted-in the MFA will only be able to log-in to Second Life using a viewer with the necessary MFA support.
  • It does not mean all users must use the authentication process; MFA as a whole remains optional – but very advisable, given the added security it provides.
  • Should anyone who has opted-in toe MFA find they are unable to log-into SL via a viewer due to problems with the MFA process, they should file a support ticket to have their MFA status reset.

Please refer to the blog post noted above for additional information.

In Brief

This was another Solstice music event meeting, so outside of the above, nothing of consequence was discussed in terms of simulator / server updates, etc.

 

† 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 #37 summary

The Shambles, July 2023 – blog post

The following notes were taken from the Tuesday,  September 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 entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording 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.

Server Deployments

  • On Tuesday, September 12th, SLS Main channel was updated to simulator update 581292, previously on the majority of the RC channels.
  • On Wednesday, September 13th, the “Dog Days” update should be deployed across all RC channels. This update includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer promoted to Release status in week #34.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.
    • It was noted that as LL has “changed some of the tools that we use for simulator builds … the version number is now longer”.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
    • Maintenance W RC viewer, version 6.6.15.581670, September 11.
    • glTF / PBR Materials viewer, version 7.0.0.581684, September 8.
    • Inventory Extensions RC viewer, version 6.6.15.581692, September 8.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
    • Maintenance V(ersatility) RC viewer, version 6.6.15.581557, August 30.
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Potential for Improving Vehicle Control Options

Further to recent meetings, Leviathan Linden gave the following update.

Last week it was suggested (although I missed it, Signal later pointed it out to me) that instead of using a new specific library for detecting devices we should use SDL (Simple DirectMedia Layer) since it is already used by various 3rd party viewers for Linux support. So, I’ve gone ahead and starting walking that road, FYI. This will bring the official SL viewer closer in compliance to some 3rd party viewers and won’t add a new dependency.

This led to an interim agreement that the API could be analog_control, and a discussion on the control events it should recognise / support, how the data should be transmitted, etc. This conversation commenced during the last 20 minutes of the meeting and continued through until then end.

In Brief

Please refer to the video for:

  • A potential issue with llRezAtRoot generating unexpected results.
  • Rider Linden indicated he’d like to implement an extended rez function similar to BUG-233084 “Rez function with prim properties, primarily for projectiles”, “soon”.
  • a discussion on llkeyframedmotion. and whether or not an object using can reliably differentiate between “I stopped moving because I ran out of keyframes” and “I stopped moving because someone with edit perms selected me”, which broadened into a discussion on kfm objects.

† 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 #36: SL CCUG meeting summary: glTF PBR

Viper Heaven, July 2023 – 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,  September 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.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes the location for the meetings.
    • Open to all with an interest in content creation.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

glTF Materials and Reflection Probes

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • The overall goal for glTF as a whole is to provide as much support for the glTF 2.0 specification as possible.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • An update for the PBR viewer – version 7.0.0.581684 was issued following the meeting, on Friday, September 8th.
  • Work is continuing on the communications bloat issue. This will utilise a new message type – GenericStreamingMessage.
  • Bug fixing continues.

Ambient Lighting / Sky Brightness

  • Also noted in previous summaries, there are some issues around ambient lighting where the PBR viewer is concerned. In particular, it tends to render a lot of EEP settings darker than users are used to (in part because the ambient environment lighting in SL has tended to always be over-saturated and bright), and the PBR viewer effectively reverses this to render environments more realistically.
  • This has been an area of work for some time, with none of the results particularly satisfactory, so there is going to be a further round of changes. with the aim of making existing EEP sky settings render more closely to how the author may have intended, rather than remaining overly dark.
  • In addition, the tone mapper in the PBR renderer is going to be adjusted to help reduce undue darkening of older EEP settings.
  • These changes will not impact EEP settings which are created specifically using the PBR settings and capabilities.
  • This work will mean there will likely be a couple more viewer passes as things are tested and adjusted.

Mirrors

  • Mirrors are a part of the glTF / PBR materials project, but something of a separate tranche of work.
  • The idea is provide the means to have via high resolution reflections (i.e. mirrors) within a scene.
  • Initially only one active mirror surface per scene will be active for any viewer.
  • The process will use the PBR reflection probes mechanism, combined with a automated “Hero Probe” mechanism which with generate high resolution (512×512) “reflections” for the mirror.
  • The system will operate on the basis of avatar / camera proximity to a mirror surface triggering the closest reflection probe to become a “Hero Probe” for that avatar / camera. This means that if there are multiple mirrors placed within an environment, only the one closest to a given avatar / camera will be active and display the “reflections” generated by the reflection probe.
  • Depending on testing and performance, the number of mirrors might be expanded to two – one for mirror surfaces and one for Linden Water to generate high resolution water reflections where appropriate.

Status

  • The promised initial build of a PBR viewer supporting mirrors should be made available in week #37. Caveats for this build include:
    • It is not functionally complete and will not render as fully as LL would like.
    • It is not intended for primary use will likely look like it is breaking things.
    • There are already some known crash issues for Mac OS X which will not be fixed when the viewer is initially made available, but will be fixed in due course.
  • The viewer will be made available via the CCUG Discord Channel, and an LSL script will be provided to allow for easy toggling through mirror options.

In Brief

  • Senra:
    • Requests continue to be made to surface the new web-bases avatar creation / customisation tool through the viewer – even it is is just hooking it to the internal browser and providing an easy and obvious means of accessing it. The major reason this is being requested is to to help new users who may have become “lost” or confused in trying to customise their avatar view the viewer – which is clearly a very different experience to the web capability – to get back to something they understand and can readily re-use.
    • It was pointed out that Senra has yet to be featured in the Choose Your Avatar option in the viewer.
    • It was also pointed out that unlike the older “starter avatars” Sentra does not inherently have any form of outfit structure, so if items are worn directly from the Library, anything worn will be copied to the item type folder (shoes to shoes, hair to hair, etc.), rather than being placed within any form of “outfit folder”, making it harder for new users to understand what is happening with their avatar + the items they are using from the Library may end up getting copied multiple times into various folders in their inventory – potentially leasing to more confusion / frustration down the line.
    • This lead to a lengthy discourse through the greater part of the meeting, further demonstrating the need for a New User Experience User Group (or similar) where those actually responsible for projects like Senra could actually engage with users, address questions, etc., rather than cherry-picking if / what they want to respond to via the forums.
  • The above spun-out into a broader discussion on the development of a Sansar-esque dressing room element in the local viewer of outfit / appearance changes (leaving an “untouched” version of the avatar within a region until the change / update is complete) and the complications of doing so (attachments require simulator rezzing, for example), and an general discussion on outfit changes, etc., without firm conclusions drawn.
  • The question was asked about SL supporting vertex animation textures (VAT). This is seen by the Lab as something that might be investigated further down the glTF implementation road, alongside the likes of blend shapes.

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.

September 2023 SL Web User Group (WUG) meeting summary

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday September 6th, 2023. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

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 text.
    • At this location.
  • 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.

Marketplace Updates

Since the August meeting:

  • Best selling items ordering has been deployed. When used within a specific MP store, this orders items according to how well they have been selling in comparison to the rest of the items in the store over the past 30 days, to better reflect current sales.
    • Within a store on the MP, click on the Sort By drop-down and select Best Selling from near the bottom of the list of items.
  • The Wishlist and Favourite Stores options on user’s Marketplace dashboards have been updated:
    • The Favourite Stores listing can now be set to list the displayed items for store in the list by Newest Listings, so the thumbnails displayed alongside each store will always be for the most recent releases by the store.
    • Wishlists have been updated so that items can be listed with the most recent at the top, proceeding down to those which have been on the list the longest (or vice-versa, if you prefer).
  • Fixes:
    • The MP pagination function has been revised in an attempt to eliminate a range of bugs (e.g. some sort options refusing to paginate beyond a certain point, merchant’s listing views not paginating correctly, etc.
    • A function scoring bug which impacted relevance searches has been fixed, so non-relevant items should no longer be appearing in searches defined by a specific relevance.
    • A bug which slowed the loading of peoples Favourites lists has been addressed.
    • A hotfix was implemented toto address the issue of some MP pages generating 504 errors as the MP appeared to “go down” for around 60 seconds or so when in use.
  • Further updates will be coming out in September, but these were presented as “keep yours eyes out for..”, rather than specifics.

Marketplace Variants / Styles

  • Once again the subject of “variants”  (e.g. different colours of an item in a single listing) was raised. This has been a topic across around three meetings, and seems to entirely miss the point that LL had – according to comments made in meetings during 2022 – actually developed a project – called Styles to address this request to a point where by:
    • August 2022: the back-end work for Styles was said to be complete , and it was being lined-up for deployment.
    • November 2022 and December 2022, the project was being earmarked for deployment in “early 2023” as a result of the project to overhaul MP search to match Web search.
    • January 2023, the project was being “re-prioritised” following the project to overhaul MP Search, and has never since been mentioned.
  • As circumstances (again) prevented me from raising the status of this project at the meeting, I have dropped a note to meeting chair Sntax Linden to enquire after this work, in the hopes of a possible update at the next meeting.

In Brief

Please refer to the video for more on these items, and other points raised in the meeting.

  • There appears to be an issue where items from Marketplace stores which have closed are appearing in Search results (although when clicked on, they result in the Marketplace home page being displayed). This issue was consistent reproduced during the meeting for one brand, and will be investigated.
  • A general discussion on the effectiveness of Wishlists compared to simply piling up items in the shopping cart for a sometimes / maybe later purchase.
  • Repeated requests for the MP to allow broader search capabilities in terms of content age, e.g.
    • Defining a search in terms of excluding content first listed beyond a certain date, or including only content listed after a certain date, etc.
    • Automatically making older (and potentially more outdated as a result) content less relevant in search results – so they appear at the end of search returns, rather than scattered throughout.
    • Including an automated “Last Updated” field for listing, which displays the last time a creator updated the actual item associated with a listing (rather than just revising the listing itself) even though creators can, if they choose, include version nots in the item’s description.
    • Adding a “Date First Listed” field to item listings – seen within the meeting as the most popular request, followed by / along with the automated “Last Updated” field, and then the potential to make the options search filters (e.g. search by date range, 2023-2016).
  • Aligned to, but separate from, the above, were requests for more involved inspection of items on the MP so they can be more completely (and automatically) determined in terms of being full or partial mesh, prim, or sculpty, etc., and then filters added to exclude the unwanted types (e.g. excluding any and all sculpties from a search).
  • Requests for improved editing capabilities when creating listings – to change font size / colour / emphasis, hyperlinks, etc., and for an API so that lists could be created / updated via scripted means (with an option to undo changes / bulk updates).
  • A request has been made to once again increase the frequency of the WUG meetings – possibly back to fortnightly, as was originally the case.

Next Meeting

  • Wednesday, October 4th, 2023.