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Deploys for the week of 2012-07-09


Oskar Linden
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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 look_at) -- 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

 

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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?

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@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.

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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 ]

 

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I'm glad to see that the new LSL functions are getting another try-out on LeTigre, but I don't quite understand the implications of "These functions have an on/off switch. The release to RC has the functions disabled by default."

I'm assuming that, in general, it means they can be turned on and off at the sim level, but should I expect them to work in LeTigre Sandboxes later today?

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We (Linden Lab) now have the power to turn on/off the new LSL functions.  This RC release has the new LSL functions disabled.  In a later config change release, we will enable them.  There is no on/off control of the new LSL functions available to residents.

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Huseby Linden wrote:

We (Linden Lab) now have the power to turn on/off the new LSL functions.  This RC release has the new LSL functions disabled.  In a later config change release, we will enable them.  There is no on/off control of the new LSL functions available to residents.

I find this a little troubling. I hope this 'power' would only be used in the most extreme cases, and not on capricious whims once the function is released. I'd  hate to base a product on such a function, sell it to thousands of people, only to have LL decide they feel like disabling it.

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Hi Oskar

Sorry to say the new server code has some major bugs still. Cars will only move when in high gear and it's like driving in mud. We found a work around by standing and re-sitting but that's a royal pain and doesn't always work. Also when crossing between two magnum sims on the first crossing will toss you around the sim and on the return pass it will crash you every time. When you return, after about 5 minutes, your car will appear and you will be frozen as the car regains your controls without you in it.... you can drive the car remotely. Some cars sink into both prim roads and linden ground and become stuck. Walking across the border seems ok but driving is impossible hope this can be repaired so I don't have to cancel my events

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MB Robonaught wrote:

Hi Oskar

Sorry to say the new server code has some major bugs still. Cars will only move when in high gear and it's like driving in mud. We found a work around by standing and re-sitting but that's a royal pain and doesn't always work. Also when crossing between two magnum sims on the first crossing will toss you around the sim and on the return pass it will crash you every time. When you return, after about 5 minutes, your car will appear and you will be frozen as the car regains your controls without you in it.... you can drive the car remotely. Some cars sink into both prim roads and linden ground and become stuck. Walking across the border seems ok but driving is impossible hope this can be repaired so I don't have to cancel my events

I need details. There are 3 versions of 'new' server code unless you are counting the main channel. In that case there are 4. A detailed Jira would be great. I need region specifics.

__Oskar

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The two sims are connected magnum servers running the path finder code and are named Kustom Klassics HQ and Kustom Klassics. I'm filling out a JIRA asap. until then I have this information:You are at 135,448.0, 240,851.0, 21.3 in Kustom Klassics HQ located at sim5297.agni.lindenlab.com (216.82.23.60:13001)
Second Life RC Magnum 12.07.06.261281

Any other information you need please let me know because I'm no expert at this

thanks :)

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