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Oskar Linden
Posts: 459
Topics: 105
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Registered: ‎01-20-2009

Deploys for the week of 2012-07-09

[ Edited ]

This week we have a full load. We have a main channel roll on Tuesday morning and 3 RC's ready for Wednesday.

Second Life Server (main channel)

This channel will have the simulator changes to process prebaked avatar textures for library outfits. This is the same code that was on all the RC channels last week.


2012-07-10, 5:00am: Release Notes: 
https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

 

 

Second Life RC BlueSteel

This channel will have a maint server with bug fixes.

 

  • Bug Fixes:
    • SVC-7792 : HUD Attachments Receive Infrequent Updates when Camera is Zoomed Out
    • SVC-7853 : [PUBLIC] Newly created notecards dont auto open in the viewer on 12.04.12.253726
    • SCR-311 : llGetAgentList() with scope AGENT_LIST_PARCEL or AGENT_LIST_PARCEL_OWNER returns empty list when attached to avatar
    • SVC-378 : Role 'Everyone' in new groups should not have ability "Pay group liabilities and receive group dividends"
    • SVC-7847 : Top Scripts Refresh in Region/Estate Tools Broken
    • SVC-7793 : Scripted agents can't abandon land on private estates
    • SVC-7792 : HUD Attachments Receive Infrequent Updates when Camera is Zoomed Out
    • SVC-7837 : Filtering by object name or owner name in top scripts/top colliders no longer works
    • SVC-6894 : Excessive EnableSimulator message spamming to viewers
    • SVC-7917 : Please automatically unmute avatars who have muted themselves, and prevent this from occuring server-side.

2012-07-11, 7-11:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12

 

  

Second Life RC LeTigre

This channel will have the Creator Tools project.

 

  • Added three new LSL functions:
    • llAttachToAvatarTemp(integer attach_point) -- Follows the same convention as llAttachToAvatar, with the exception that the object will not create inventory for the user, and will disappear on detach, or disconnect. It should be noted that when an object is attached temporarily, a user cannot 'take' or 'drop' the object that is attached to them. The user is 'automatically' made the owner of the object. Temporary attached items cannot use the llTeleportAgent or llTeleportAgentGlobalCoords LSL functions.
    • llTeleportAgent(key agent_uuid, string lm_name, vector landing_point, vector look_at_point) -- Teleport Agent allows the script to teleport an agent to either a local coordinate in the current region or to a remote location specified by a landmark. If the destination is local, the lm_name argument is a blank string. The landing point and look at point are respected for this call. If the destination is remote, the object must have a landmark in its inventory with the teleport agent script. lm_name refers to the name of the landmark in inventory. This function cannot be used in a script in an object attached using llAttachToAvatarTemp.
    • llTeleportAgentGlobalCoords(key avatar, vector global_coordinates, vector region_coordinates, vector... -- Teleports an agent to region_coordinates within a region at the specified global_coordinates. The agent lands facing the position defined by look_at local coordinates. A region's global coordinates can be retrieved using llRequestSimulatorData(region_name, DATA_SIM_POS). This function cannot be used in a script in an object attached using llAttachToAvatarTemp.
  • NOTES:
    • The new LSL functions work with the current runtime permissions system and are precursor to future work with experience permissions. More information about the runtime permission is here:PERMISSION_TELEPORT.
    • These functions only work on the RC regions and not grid wide.
    • These functions have an on/off switch. The release to RC has the functions disabled by default.
  • Bug Fixes
    • SCR-342: llTeleportAgent() does not fail gracefully when specifying an invalid landmark name
    • SVC-7966: Magnum RC, llTeleportAgent gives a wrong message
    • SVC-7987: llTeleportAgent always points in the positive Y direction on teleport

2012-07-11, 7-11:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12

 

 

Second Life RC Magnum

This channel will have the Pathfinding project. 

 

  • Features and Changes
    • Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
    • SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
      • New LSL calls have been added to create/update/delete character behavior.
      • Characters cannot be used as attachments.
      • Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
    • Not all objects in the world contribute to the navmesh calculations.
      • The terrain always contributes
      • By default objects are ignored for the navmesh calculations.
      • Objects may be flagged to modify the navmesh calculations in one of 4 ways:
        • "Walkable" objects add navigable zones to the navmesh.
        • "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
        • "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
        • "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
        • Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
      • Objects that contribute to the navmesh have special restrictions:
        • Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
        • Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
        • In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
      • When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
      • The pathfinding project viewer can be used to modify the pathfinding settings in a region:http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
      • Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
    • The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
    • The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
      • This may change some collision details. In particular see the "Known Issues" list below.
      • When changing the terrain its visible appearance will update immediately, but its collision shape will not.
      • The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
      • Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
    • Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
    • Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
    • More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
  • Changed prim accounting for legacy prims which use the new accounting system
    • All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0). This provides the benefit of not penalizing prim-based creators for optimizing their content by opting into the new system and will make the streaming cost more reflective of the true network cost of the objects.
    • Server cost will be adjusted to MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }. This preserves the current value for unscripted linksets and reduce the cost for linksets containing fewer than 2*num_prims scripts. It provides the benefit of rewarding creators for reducing the number of scripts in their objects.
  • Fixed the following bugs since the 12.06.23.260473 Pathfinding RC
    • PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
    • SVC-8023 Sim crossings by objects is broken
    • Other internal bugfixes

2012-07-11, 7-11:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/12

 

We will be monitoring this thread during the next week so please feel free to post issues that you feel have been introduced by the new code. Please file a JIRA for issues you find and post the JIRA link into this thread. It really helps us out. When determining if issues are relevant or not research is key. Tracking down exactly the right situation where an issue is occurring greatly speeds up the development process to get fixes in place.

I appreciate your help. Have a good week!

 

__Oskar

 

p.s. If you are interested in helping test SecondLife in beta please join the group "Second Life Beta" in-world. We also have an email list where we communicate upcoming projects and how you can help. (https://lists.secondlife.com/cgi-bin/mailman/listinfo/server-beta ) Once a week we meet on ADITI to discuss new features, new bugs, new fixes, and other fun stuff. You are more than welcome. Information is here:https://wiki.secondlife.com/wiki/Server_Beta_User_Group

 

Member
WolfBaginski Bearsfoot
Posts: 1,046

Re: Deploys for the week of 2012-07-09

Reply to Oskar Linden - view message

Is there any way of avoiding Magnum RC regions? I'm thinking of something like the well-known Banline HUD.

 

Member
Triple Peccable
Posts: 271

Re: Deploys for the week of 2012-07-09

Reply to WolfBaginski Bearsfoot - view message

Good idea. I probably should add the ability to see the server channels of the surrounding regions to the Banline HUD, since SL is always going to be a "work in progress".

I think my day has just been planned out for me. Thanks a lot, Wolf!!!

(j/k) :smileyhappy:

 

Honored Resident
JoyofRLC Acker
Posts: 59

Re: Deploys for the week of 2012-07-09

Reply to Oskar Linden - view message

Am I correct that the havoc (ie mesh region crossing issues and other surprise delights) will not start till tomorrow Wednesday?  ie that is when the Havok partial grid upgrades will start?   I had thought that was begiunning today but reading these notes it suggests its tomorrow.

What if any issues can we anticipate for non-mesh vehicles?

Member
WolfBaginski Bearsfoot
Posts: 1,046

Re: Deploys for the week of 2012-07-09

Reply to Triple Peccable - view message

I appreciate your effort.

Nalates Urriah
Posts: 2,422
Registered: ‎03-26-2009

Re: Deploys for the week of 2012-07-09

Reply to JoyofRLC Acker - view message

For prim vehicles the Lindens said that was a bug. So... there may be a fix in this release... or not. We also don't know exactly what the deal is on sculpties.

Member
WolfBaginski Bearsfoot
Posts: 1,046

Re: Deploys for the week of 2012-07-09

Reply to Oskar Linden - view message

I am in a region running this version: "Second Life Server 12.06.20.260188"

It isn't listed in the release notes.

And the roll-out doesn't appear to be finished.

I wonder when the sim restarts.... Is it safe to hang around for the event that starts soon?

 

Hitomi Tiponi
Posts: 1,111
Topics: 8
Registered: ‎02-10-2010

Re: Deploys for the week of 2012-07-09

Reply to WolfBaginski Bearsfoot - view message

Second Life Server 12.06.20.260188 is listed in  https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

Starlight - a brighter future for Viewer 3 and TPVs


Member
Ayesha Askham
Posts: 674

Re: Deploys for the week of 2012-07-09

[ Edited ]

Reply to JoyofRLC Acker - view message

@Joy

 

In SL JIRA SVC-8023, Maestro Linden says that the bug affecting Non-Mesh vehicles at sim crossings has been fixed.  We have to hope that this fix is incorporated in the code the is being deployed to RC Magnum tomorrow.

 

Maestro Linden added a comment  - 10/Jul/12 10:34 AM

This was fixed in Second Life RC PF 12.06.27.260722, which was released several days ago.

Show
Maestro Linden added a comment  - 10/Jul/12 10:34 AM               This was fixed in Second Life RC PF 12.06.27.260722, which was released several days ago.        
Maestro Linden made changes  - Today 10:34 AM
                                    Status                                                                                               Fix Pending                                                                                                [    10001 ]                                                               Released                                                                                               [    10029 ]
                                    Resolution                                                                                               Fixed                                                                                               [    1 ]

 

Ay

I used to be indecisive...now I'm not so sure.
Linden
Maestro Linden
Posts: 205

Re: Deploys for the week of 2012-07-09

Reply to Ayesha Askham - view message

Yes, the SVC-8023 fix is included in tomorrow's planned Magnum RC update.