2020 Content Creation User Group week #14 summary

Garrigua, February 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, April 2nd 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

A large part of the meeting concerned options for what might be done when handling complex avatars that fall outside of what is currently being done through ARCTan, including esoteric discussions on when things like impostering should occur in the download / rendering cycle, etc. Discussions also touched on the sale of Sansar (see elsewhere in this blog) and SL’s uptick in user numbers as a result of the current SARS-Cov-2 pandemic.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Is caught on a couple rendering bugs related to Linden Water and how the water / things under water are rendered by EEP.
  • The plan is still to have EEP promoted before any other viewer project is promoted to release status.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Internal testing is awaiting a Bake Service update related to the issue Vir identified that was causing issues in gathering data.
  • In the interim, Vir has been looking at the tools available for manipulating viewer performance (e.g. imposters, the Jelly Dolls tools, blocking, etc.). He’s specifically been looking at “peculiarities” in how the various options work and raising internal questions on possibly re-examining aspects of how they work.
  • One point with imposters / Jelly Dolls is that while the settings may be used – and as was raised as a concern prior to that project being deployed – is that rendering data for all attachments on an impostered or jelly dolled avatar is still downloaded to the viewer, which is not optimal.
    • Removing attachment data could improve performance, but would also make jelly dolled avatars in particular look even more rudimentary.
  • A bug with the  Jelly Doll code means setting an avatar to never render causes it to load more slowly than just lowering the complexity threshold so it doesn’t render. This is viewed as a known bug.
  • There have been suggestions for trying to limit access to regions (particularly events) based on avatar complexity.
    • Right now, this would be difficult, as the simulator does not have authoritative information on avatar complexity – it’s calculated in the viewer, which in turn is based on data the simulator doesn’t even load.
    • This means there would have to be a significant refactoring of code before the simulator could be more proactive around avatar complexity. Given the cloud uplift work, this is not something the Lab wishes to tackle at this point in time.

General Discussion

  • Arbitrary skeletons: The question was raised on SL allowing entirely custom / arbitrary skeletons.
    • This again would be a complex project, one that was rejected during the Bento project due to the risk of considerable scope creep.
    • There is already a volume of available humanoid mesh avatars, each operating with their own (mutually incompatible) ecosystems of clothing and accessories that can already cause confusion for users. Adding completely arbitrary skeleton rigs to this could make things even more complicated and confusing.
  • The major reason there is little work being put into developing new LSL capabilities is because the majority of the LSL development resources are deeply involved in – wait for it – cloud uplift work.

Next Meeting

Due to the Lab’s monthly Al Hands meeting, the next CCUG meeting will take place on Thursday, April 16th, 2020

2020 Content Creation User Group week #13 summary

Lakeside, February 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, March 26th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

SL Viewers

Following the promotion of the Premium RC viewer in week #12, the following viewers were merged up to that code base on March 25th:

At the time this report was written, the rest of the SL viewer pipelines remain as:

  • Current Release version  version 6.3.8.538264, dated March 12, promoted March 18th. Formerly the Premium RC viewer.
  • Release channel cohorts):
    • EEP RC viewer updated to version 6.4.0.538823, March 20.
    • Zirbenz Maintenance RC viewer, version 6.3.9.538719, issued March 19.
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Is now “really close” to be ready for release, with all of the graphic team working hard to eliminate the last of the issues that have been seen as blocker to moving the project to formal release status.
  • There  may only be two remaining blockers that need to be cleared.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Vir is still trying to resolve the appearance  / Bake Service issue he thought he might have a fix for.that has been causing problems with ARCTan testing. This has yet to be QA tested. Should it pass, then it will mean internal testing can resume.

Project Muscadine

Project Summary

Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

  • Still technically on hold, but Vir has been looking at what will be required to get what had been worked up back up-to-date This work, when it can be tackled will include:
    • Merging the project viewer up to the current release viewer / EEP.
    • Updating the server code with all of the updates made to the simulator code, which is described as a “fairly major” piece of work.

General Discussion

  • LL is continuing to see a rise in Second life use as a result of SARS-Cov-2, and the majority of the services are handling things well.
  • There is a report that larger Animesh objects do not LOD (level of distance) swap gracefully if the viewer cache has been heavily used (e.g. as a result of going to an even), even if the Animesh has been previously cached. The only ways to clear the issue appear to be re-logging or clearing cache.
    • This is not a known issue or something LL have seen, and a Jira has been requested on the problem.
  • There is an issue with the LL viewer getting confused between RC viewers when updating to a more recent RC update. This is a known issue and is being investigated.
  • There was a discussion over animation priorities and expanding the current range of priorities (with one suggestion they should go as high as 15!).
    • An advantage with a greater range is that in theory allow for more granular control of animation types (e.g. 0-1 for default system animations; 2 for general AO animations (standing, walking, running, flying); 3-4 for common AO animations (e.g sitting); 5 for “speciality / custom” AOs; 6 for “must run in all cases”.
    • The flip side to this is the issue of creators just opting for the higher-end settings “because they are there”.
  • The ability to dynamically set animations via LSL was also re-mentioned and discussed.
  • Vir noted that were LL to look at implemented the dynamic application of animations, they might also look at priorities and priority ranges.
  • A further request was made for a “standalone”alpha channel for materials (separate to the one pre-baked into the diffuse texture channel. This is something that has been requested in the past (e.g. see: BUG-224928), and something not under current consideration.

2020 Content Creation User Group week #9 summary

The Cold Rose, January 2020 – blog post

The following notes were taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, February 20th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Final review of issues is due on Friday, February 28th. If the project passes this review, the EEP will be cleared for promotion to release status.
  • There is a viewer build that the Lab has internally that is liable to be the release version; it’s not clear if this viewer will go to RC prior to promotion or be issued as the de facto release viewer .
  • It has again been noted that EEP will not give a precise one-to-one rendering of absolutely every environment (sky, lighting, etc.) in SL when compared to Windlight, as EEP uses a completely different and updated set of shaders, but it is hoped that most will be “very close”.
  • Once EEP has has reached release status, it is anticipated that their will be a “fairly rapid” cycle of viewer promotions to clear the remaining RC viewers in the pipelines (i.e. one new promotion every other week).

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Vir believes he has a fix for the appearance  / Bake Service issue that has been causing problems with ARCTan testing. This has yet to be QA tested. Should it pass, then it will mean internal testing can resume.
  • UI tools: one of the issues with the current ARC capability is how the information is presented and how it is interpreted. The question was therefore asked (by Vir) about possible ARC-related tools that could be incorporated into the viewer.
    • There are tools already in the viewer (Max Complexity Setting, Always Render Friends, etc.), although how well these are used is open to debate.
    • A concern with added further tools is that they could just additionally confuse for users (“more options and sliders!”) or just be ignored.
    • Automated  / semi automated means of adjusting complexity settings was favoured by some at the meeting.
    • The problem with full automation could be difficult to implement due to the broad variance in hardware used to access SL, the complexity of existing content (avatar heads, bodies, etc.), plus people’s personal preferences, etc.
    • A mechanism for adjusting  / bypassing an automated process could be provided, but then it defeats trying to automate as people will just opt to bypass a the process and ramp up settings.
    • An alternative might be to make the current tools more intuitive / easier to access and also more granular, then gradually move towards greater automation (with overrides) as people gain more familiarity with the whole issue of optimised content and performance.
    • A suggestion from the Lab was to have some form of “temporary” thresholds: such as when teleporting into a busy region switches to some form of frame-rate threshold / asset load prioritisation that helps to maintain a reasonable frame rate whilst also prioritising CPU cycle use to speed up the initial loading period, then switching back up when done. The complication with this approach is, not everyone has the same bottleneck areas, so a threshold setting that works well for some, might not show any benefit for others.
  • Bound up with this is the question of educating users as to:
    • What tools are available and how they work (e.g. a capability one of those at the meeting was espousing as something that would be “nice” to see in the viewer, has in fact been a part of it for almost five years).
    • What actually is impacting their experience with SL (it is so easy to blame “the servers” and “LL” when actually many of the problems are in fact viewer-side and could be better managed by a user than might otherwise be the case).

2020 Content Creation User Group week #8 summary

Catena et Cavea, January 2020 – blog post

The following notes were taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, February 20th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Work is continuing to clear the remaining rendering bugs, which are being described as “resilient”.
  • The hope is EEP could be ready to move forward by the end of the month.
  • There is a backlog of potential fixes / enhancements for EEP (e.g. further rendering improvements, improving the brightness of stars, etc). Some of these will form future EEP enhancements, others may be dealt with as part of other work such as on-going rendering system improvements, rather than being held for a future EEP-specifc project”.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Vir is still working on the Bake Service issue I’ve noted in my last two CCUG updates. However, he believes he now has a fix, and this is currently going through internal testing.
  • One thing that ARCTan testing has shown is the degree of variability in frame rates in terms of how long each frame takes to process. Part of this might be due to multiple operations running in the same thread when they should perhaps be separated into their own threads, particularly in terms of avatar loading.

Project Muscadine

Project Summary

  • Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

  • Still on hold, but the Aditi simhost that did have the back-end code has also been re-purposed for other project work, so the back-end support for Muscadine is currently unavailable.

In Brief

  • Viewer caching project: this has been a long-term project, which has recently re-started (and which is usually a subject for discussion at the TPVD meetings).
    • There is code related to the VFS caching (referenced in the message seen at viewer-start up) the in in-memory processes that sit on top of it that has not been updated in a long while and which can give rise to stability issues.
    • The Lab now plans to work on this code “extensively” over the next few months.
  • There are claims that use of Animesh impacts simulator performance. As Animesh is predominantly a viewer-side capability, it is hard to see how it could impact simulator performance; it is possible that those experiencing issues could be conflating viewer and simulator performance.
  • Poser project: a contribution from the Black Dragon viewer, this is a project that is currently on hold.
    • The idea is to allow local (i.e. viewer side) joint-by-joint poses by entering different values for each of the required positions and rotations for a joint.
    • The fact that the tool is viewer-side with the results unseen by other users has been seen by the Lab as the project’s core limitation.
    • The Lab’s view is that the easiest way to share the results would be to place them in a single frame animation that puts the avatar into the required pose and which can be seen by other viewers, and this would like be the approach taken when / if the project is resumed.
    • This work has nothing to do with the pupeeteering project from 2011.
  • A further project awaiting resumption is the move to HTTP 2, which will hopefully improve things like asset data fetching, offer improved stability in data handling and improve scene loading.
  • Tidbit: the mesh uploader for Second Life apparently took around 10 people over 2 years to develop / get to work (and still has a UI element that might be incomprehensible to some). As such there is some concern at the Lab that attempt to extend SL to support other modelling formats (e.g. FBX) could result in something equally / more confusing – although this is not to suggest LL is resolutely against supporting other file formats for use with SL.

2020 Content Creation User Group week #6 summary

The Rusty Nail, December 2019 – blog post

The following notes were taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, February 6th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Note: this meeting was called at short order after the the usual start-of-month Linden Lab internal All Hands meeting was delayed a week. This means that a) the meeting was slightly shorter than usual; b) there will not be a CCUG meeting on Thursday, February 13th.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • EEP is now in burn-down mode – which means more bugs are being fixed than are being reported.
  • Again, as this project is drawing ever closer to a possible full deployment, now is the time for those who use windlights for photography or within their regions to test the EEP RC viewer and see if they can identify any potential issues / bugs.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Vir has been working on the apparent Bake service issue noted in my last CCUG summary. Unfortunately, while he has ascertained it is something that can occur, it seems to do so entirely randomly and with no real consistency, making reproducing the issue in order to track down probable causes very difficult.

In Brief

  • BUG-228153, “FAO Vir: Possible cause of greyness in bakes” reports a Bake Service issue, which is due to be looked at by the Lab. This is probably not related to the issue Vir has been seeing with complex attachments.
  • A side on on the Bake Service: it is not only responsible for handling appearance bakes (textures), but also include calculations on shape, vertical positioning, etc., some of which must be calculated regardless of whether or not wearables are being used, and which can be affected by attachments containing position offsets.
  • There have been a number of feature requests for follow-up Bakes on Mesh work. Some of these have been accepted. However, there are no plans to re-open BoM for further work in the immediate future.

2020 Content Creation User Group week #5 summary

The Isle of Cezanne, December 2019 – blog post

The following notes are taken from my audio recording of the Content Creation User Group (CCUG) meeting held on Thursday, January 20th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • EEP is now viewed as a priority for release by the Lab, with work progressing on the final bug fixes on the graphics side.
  • The biggest change recently made is to remove the option to disable Basic Shaders in the viewer, on account of this option causing problems when trying to address other issues.
    • It is not believed this will impact users, unless they are running really old graphics cards that do not support (the now 15-year-old) OpenGL 2.0.
    • Note this is not removing the ability to toggle ALM off / on.
  • Release is still being couched in terms of being in “about a month” – so possibly early March.
  • Those who use windlights for photography or within their regions are strongly urged to test the EEP RC viewer (last updated on January 9th, 2020, at the time of writing this summary).

Rendering System Improvements

Outside of EEP and in the future, the rendering team plan to spend time simplifying SL’s multiple rendering paths and options to make them easier to maintain going forward.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Testing has suggested that when an avatar attachment has a very high number of prims, there is a chance the avatar appearance does not get baked correctly – the number of prims effectively “chokes” the Bake Service.
    • The number of prims is reported as “north of 32”.
    • It appears to be the number of prims – not submeshes – in an attachment that cause the issue, but this is by no means certain.
    • It is not something that appears to have been reported via Jira, so LL is curious whether or not it is an artefact people may have witnessed.
    • A version of the internal Jira will be filed publicly by Vir for creators to look at.

Next Meeting

The next CCUG meeting will be on Thursday, February 13th, 2020.

Brief Notes from the January 29th open-Source Developer Meeting

These notes are recorded here as they may have longer-term relevance to content creation / viewer use.

  • Linden Lab has identified improving the viewer UI / UX to be a high priority.
    • Initially, the focus will be on improving usability for users who are not yet familiar with the viewer (and/or SL in general).
    • A further aspect of the work will be making the number of choices available in many places smaller and making the terminology more uniform.
  • The UI team is said to have “quite a list” of possible changes / improvements, some of which have come directly from TPV developers and through feature requests.
    • Additional feature requests are well – including illustrative mock-ups of idea, providing these are properly documented.
    • Please see my tutorial notes on filing SL feature requests, if required.