| On Sunday December 16th, 2018, the Firestorm team issued Firestorm 6.0.1, which includes Animesh support.
Note that this update is being classified as a “public beta”, because further Firestorm-specific Animesh optimisations are being planned. This means there will be a further “full release” is being planned for January 2019. However, while Firestorm 6.0.1.56538 may be classed as a”beta”, it should be considered as stable and as bug-free as any previous release. In keeping with my usual approach to Firestorm releases, what follows is an overview of the release, highlighting some of the more significant changes I feel will be of most interest to users. Please use the table of contents on the right to jump to any specific topic of interest. Full details of all changes, and contributor credits can be found in the official release notes. |
Table of Contents |
The Usual Before We Begin
As per my usual preamble:
- 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 6.0.1.
Note that as a beta release, Firestorm 6.0.1.56538 will not overwrite any existing release version of Firestorm you may have installed, but will be installed into a separate folder / location. However, note that swapping back and forth between this beta and another version of Firestorm will wipe your cache each time.
Lab Derived Updates
Core Updates
This version brings Firestorm up to parity with Linden Lab release viewers through to version 6.0.0.520636 (Animesh), including the recent Rakomelo, Quinquina and Hear No Evil, Speak No Evil Maintenance viewers, and incorporates Vivox Version 4.9.0002.30313 (Mac and Windows).
Animesh
For those who may be unaware of it (!), Animesh allows the avatar skeleton to be applied to any suitable rigged mesh object. This, together with suitable animations and scripts placed within the contents of the object, allow it to be animated in much the same way as the Second Life avatar. This opens up a whole range of opportunities for content creators and animators to provide things like independently moveable pets / creatures, and animated scenery features.
While Animesh is likely to primarily be used by content creators, it has been designed so that any suitable rigged mesh can be converted to Animesh directly from the Build / Edit floater (see below, left). Do be aware, however that simply converting an object will not cause it to start animating – you’ll need suitable animations and a script to run them.
Like any other object utilising animation, this is done by adding the animations and scripts via the Edit > Contents tab for your converted object.

How To Get Started With Animesh
The best way to get started with Animesh is to use the available resources. These include:
- Official Linden Lab resources:
- Animesh User Guide
- Animesh test content ( Raptor and Aditya – rez and wander; Teddy – attachment)
- Animesh test regions: Animesh 1 ; Animesh 2 ; Animesh 3 ; Animesh 4 ; Animesh 5 ; Animesh Adult.
- Animesh LSL methods:
- Animesh feedback thread
- Additional resources:
- My Animesh overview
- Animesh example content by Silas Merlin (free and full permissions)
Firestorm Animesh Additions
Derender Animesh: Despite the hoped-for performance improvements Animesh might allow when compared to alpha flipping, these will be the potential for performance impacts in regions / parcels with a large number of Animesh objects moving around.
To help mitigate this, Firestorm 6.0.1 includes an option to derender all Animesh in a scene (Developer menu > Rendering > Derender All Animesh).
Note: Derendered Animesh will reappear after a teleport or re-logging.
Also, Firestorm includes a number of other Animesh tweaks:
- Auto-scaling amortisation of the new Animesh dynamic bounding box calculations. This fix limits the overhead of the new dynamic bounding box calculations to AvatarExtentRefreshMaxPerBatch per AvatarExtentRefreshPeriodBatch frames. The default is 5 avatars per 4 frames, so in a busy region, 25 avatars would take 20 frames to refresh the bounding boxes.
- Performance tweaks by reducing Matrix operations per render pass.
- More JointMatrix Palette caching tweaks:
- The cache has been moved to drawable for more benefit (reduces CPU overhead when rendering shadows and materials by caching the jointmatrixpallette).
- Sacrifices some potential cache locality but savings seem to outweigh this.
Other Lab-Derived Updates
Additional Lab updates worth noting are:
- BUG-216339 – Add a Click to: action to the Build / Edit floater to disable clicking objects that can be set per-object in a linkset – see Left-Click None Option, below, for more.
- BUG-216416 – Add a transparency indicator for invisiprims. When “Highlight Transparent” (CTRL+ALT+T) is used, invisiprims will now be highlighted in green.
- BUG-225670 – Include the full Windows 10 build number in Help > About Second Life and logs
- TextureLoadFullRes setting no longer persistent, to avoid issues with accidentally setting it on systems which cannot handle the memory load.
- The CTRL key must be held when dragging inventory folders into in-world objects. This change was primarily made to address accidental inventory “loss” by dragging a folder of no copy items into an in-world object.
- Fix for your avatar not standing up after pressing Shift+Alt+S keyboard short-cut.





