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Deploys for the week of 2012-07-23


Oskar Linden
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Ok, we have another full week. 

 

Second Life Server (main channel)

We are promoting the maint-server project from Blue Steel. 

 

  • 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-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.

2012-07-24, 5:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

 

 

Second Life RC BlueSteel

This channel will have the Creator Tools enabled. The details are below in the LeTigre section.


2012-07-25
, 7-11:00am
: Release Notes: 
https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12

 

  

Second Life RC LeTigre

This is the Creator Tools project with the LSL calls enabled. Last week there was an issue where it didn't get enabled entirely on all regions. We're fixing that this week.

 

  • 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.

2012-07-25, 7-11:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12

 

 

Second Life RC Magnum

This channel will again 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

2012-07-25, 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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Yay!   SVC-7847 and related ticket SVC-7837 both appear fixed on my sim after today's rollout on the main channel.

Thank you!   It's been a long three months not having those tools available to me!  Thank you, thank you, thank you! :)

 

Singularity Viewer 1.6.0 (2323) Apr 3 2012 17:02:26 (Singularity)
Release Notes

Grid: Second Life

Built with GCC version 40201

You are at 266580.2, 286764.5, 21.4 in Turtle Bay located at sim2336.agni.lindenlab.com (216.82.1.174:13001)
Second Life Server 12.07.18.262055

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  • Lindens


Jenni Darkwatch wrote:

llTeleportAgent wiki entry says it's owner-only. Is that erroneous?

Hi Jenni, this line from the llTeleportAgent wiki page is correct:

>> This function can only teleport the owner of the object.

 

PERMISSION_TELEPORT is fairly locked-down, compared to most other LSL permissions.

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Maestro Linden wrote:


Jenni Darkwatch wrote:

llTeleportAgent wiki entry says it's owner-only. Is that erroneous?

Hi Jenni, this line from the llTeleportAgent wiki page is correct:

>> This function can only teleport the owner of the object.

 

PERMISSION_TELEPORT is fairly locked-down, compared to most other LSL permissions.

 

Okay... the same restriction isn't listed for llTeleportAgentGlobalCoords(). Presuming that's correct as well, we'll have at least one function we can use to build grid-wide public teleporters?

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  • Lindens

No, llTeleportAgentGlobalCoords has the same restrictions as llTeleportAgent.  It was an oversight that the wiki page for GlobalCords was missing "This function can only teleport the owner of the object."  I've added that now, before somebody files a bug.  :manvery-happy:

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Oskar

Woods of Heaven, sim 21081 on RC LeTigre was rolled at 6:35pm BST, and now reports

Server version: Second Life RC LeTigre 12.07.24.262437.

This is NOT the server version in the release notes for LeTigre today.  What is going on?

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Ayesha Askham wrote:

Thankyou Maestro for that confirmation.  It is a great pity that release notes are not updated as assiduously as this thread is monitored!:smileyfrustrated:

Patience Ayesha. :-) I communicated the proposed changes when I made this thread. The wiki will say the exact same thing that this thread says. It has been a really busy 24 hours, I'm updating the wiki docs now.

__Oskar

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All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0)

 

Does it mean that a 1 prim sculptie is gonna be 2 prims now?...and a 13 prims sculpt is gonna be 26?.... if so you are gonna break all breadbles

 

and mostly all SL sims..

 

Avril Vallejo

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Oskar

I didn't know I was chiding you!:smileysurprised:

also I didn't realise that the new server version was what the activated Creator Tools code would be called so I was confussed!

I know it's a busy day for you.  Go and have a nice cold beer.:smileytongue:

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Avril Vallejo wrote:

All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0)

 

Does it mean that a 1 prim sculptie is gonna be 2 prims now?...and a 13 prims sculpt is gonna be 26?.... if so you are gonna break all breadbles

 

and mostly all SL sims..

 

Avril Vallejo

 

No, that isn't how it works. It only changes if you set it to use convex hull or none physics type (a mesh is a convex hull). Also notice the use of the word cap. Cap doesn't mean minimum nor average, but the max. Theoretically someone who doesn't just shove a bunch of triangles together and ignore efficiency could, say, use boxes/cylinders/spheres, physics types of none, efficient meshes, and come out with a lower land impact than prim count...

In fact, I have a scripted barricade that has 10 prims but a land cost of 5. It uses boxes for the most part.

They specifically chose those values to actually ease up on impacts for normal prims (by a significant amount) and ease up on the impact scripts had (by a significant amount), while not causing any side effects for existing content.

It really is a wonderful thing to be quite honest. I am quite excited for it even though it is a small change in comparison to pathfinding. I really like the idea of rewarding good content creation. 

And to go off topic:

Now if only we could really push the huge advantages of ray casting over physical projectiles... Physics time is negligible in comparison, script time is anywhere from 1/15th to 1/20th, network time is much less (every single physical projectile spams out ImprovedTerseObjectUpdate packets as well as object update packets on rez and kill object packets on derez), oh and it tells you who you shoot. Cool! 

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Acheron Gloom wrote:

Now if only we could really push the huge advantages of ray casting over physical projectiles... Physics time is negligible in comparison, script time is anywhere from 1/15th to 1/20th, network time is much less (every single physical projectile spams out ImprovedTerseObjectUpdate packets as well as object update packets on rez and kill object packets on derez), oh and it tells you who you shoot. Cool! 


But, but... it's so much more fun to watch my avatar throw a bus! :matte-motes-wink:

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