On Wednesday, January 24th, 2018, the Firestorm team released Firestorm 5.0.11.53634. This is a significant update to the viewer, incorporating code updates from a number of recent viewer releases from Linden Lab, as well as some major updates from the Firestorm team and a number of important new features and updates, as well as a range of bugs fixes and improvements.
Given the extent of the updates in this release, and in keeping with my usual approach to Firestorm releases, what follows is not an in-depth review of everything new / updated in version 5.0.11.53579, but rather an overview, highlighting some of the more significant changes and updates I feel will be of most interest to users.
For full details of all changes, and all due credits to contributors, etc., please refer to the official release notes.
The Before We Begin
- There is no need to perform a clean install with this release if you do not wish to.
- Do, however, make sure you back-up all your settings safely so you can restore them after installing 5.0.11.
Major Lab Derived Updates
Firestorm 5.0.11 brings the viewer up to parity with the Lab’s 5.0.9 code base. It includes the following major updates from the Lab.
- Asset-HTTP Project: Firestorm now fetches the majority of inventory assets (landmarks, wearables – system layer clothing and body parts), sounds, gestures and animations) the same way as textures, mesh and avatar baking information: via the Content Delivery Network (CDN), rather than through the simulator. This should make loading of such content both faster and more reliable.
- 64-bit Havok sub-libraries: the 64-bit version of Firestorm now uses Havok physics with the mesh uploader , and can now visualise the pathfinding navmesh.
- Group ability Always Allow ‘Create Landmark’: this was accidentally removed from the viewer, and has now been returned. When enabled on a group role, it allows members of that role to override the teleport routing (e.g. right-click >teleport to) on the parcel if a landing point is set, as long as Direct Teleport is enabled on the region (BUG-100719).
- Incorporation of the Martini (November 2017), Moonshine (September 2017) and Margarita (August 2017) viewer updates.
Note: while Firestorm 5.0.11.53634 includes the 64-bit Havok sub-libraries for Second Life, it is not using Linden Lab’s Alex Ivy 64-bit code base. That will be for the next FS release.
Firestorm Updates and Additions
Viewer Performance: Mesh Rendering Information Features and Updates
Key among the updates to this release of Firestorm are new features and updates to a number of floaters intended to help users make better judgement calls on how content in Second Life might be affecting their viewer performance, and potentially make more informed choices about the goods they purchase in-world.
Build Floater – Physics View

Firestorm now includes an option to viewing the physics shape of objects you can edit. Among other things, this can help avoid having items you drag from inventory fail to appear in-world, with the message “Failed to place object at specified location. Please try again.” appearing in the top right corner of the viewer window.
The option is on the Features tab of the Build floater, and takes the form of an eye icon to the right of the Physics Shape drop-down.
- If displayed with a red line through it (default): show physics shape is disabled
- If shown without a red line through it: show physics shape is enabled.
When enabled, the selected object’s physical shape is shown in blue. Sometimes this will match the shape of the object itself (below left); other times, it may not (below right). Any attempt to rez another item on the part of the object covered by the blue will succeed; any attempt to rez on the part of an object not covered by the blue will likely result in the “Failure to place object” message.

Showing the physics shape of surfaces reveals why some may be walkable and why avatars may have problems with others – such as colliding with “something” while apparently not standing close to an object, or being unable to pass through a gap or open doorway.
Notes:
- Show Physics Shape can also be accessed via the Build Menu > Options > Show Physics Shape When Editing.
- Once enabled, Show Physics Shape remains active until manually disabled, or until you log-out of Second Life (it will be automatically disabled on your next log-in).
- For more information on physics shapes, see:
Build Floater: Mesh Information
The Build floater also provides a range of new information specific to mesh objects and their level of detail (LOD). This can be seen on the Object tab of the floater when a mesh object is selected. For prim objects, the tab is unchanged and will display the “old” information (Path Cut, Hollow, Twist, Taper, etc.).
For a detailed examination of LOD please refer to For LOD’s sake stop! by Beq Janus. The following is intended to provide a brief overview of the mesh object information.
Mesh objects can comprise up to four different versions, as defined by the creator a very High detailed model, with a high count of triangles, displayed with the object is being viewed up close, and then up to three models with progressively less detail (fewer triangles), designed to be used the further away the camera is from the object (Medium, Low and Lowest). These are collectively referred to as level of detail models, and are designed to improve the rendering of scenes. In essence, the further away (or smaller) and object is, the less detail can be seen and so the less detailed versions can be under when rendering it, easing the overall rendering load.
The first two parts of the mesh information related to these models when a mesh object is selected:
- Mesh Information: lists the number of triangles used in each of the LOD models the creator has provided (note that if two ore more of the model types has the same triangle count, it indicates the same model is being used (so if Low and Lowest both show 3, or example, the same 3-triangle model is being used for both)
- Default Drop-down: allows you to preview each of the different LOD models for the object (make sure Default is selected after use).

The Object LOD behaviour section defines the distances from your camera at which the different LOD model will be swapped one for the next, as defined by the Linden Lab (LL) default LOD Factor (1.250), the Firestorm (FS) default LOD Factor (2.000) and your current LOD factor setting.
Continue reading “Firestorm 5.0.11.53634: rendering, LOD and physics”






