Jump to content

Deploys for the week of 2012-07-30

Oskar Linden

You are about to reply to a thread that has been inactive for 3337 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Ok, we have another full week. 


Second Life Server (main channel)

We are promoting the Creator Tools that were on BlueSteel and LeTIgre last week. This will be enabled on all regions after the Wednesday deploy.


  • 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.

2012-07-31, 5:00am: Release Notes: 



Second Life RC BlueSteel

This channel got the same changes that are outlined in LeTigre below.

, 7-11:00am
: Release Notes: 



Second Life RC LeTigre

This channel will have an infrastructure project that has no intentional changes to existing behaviour. There are perhaps unintentional changes to existing behaviour. If you find some please let us know!

2012-08-01, 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 again. There have been some updates. 


  • 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 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

2012-08-01, 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!




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


Link to comment
Share on other sites

It is an ancient programmer

And he stoppeth one in three.

"By thy Kernighan and Ritchie,

Why hast thou so bound me?


The stripper's legs are open wide,

And she hath Mesh attached.

Yet the sim is running Magnum,

A trap you cannot patch "


He holds back with a ghastly hand,

"There is a plan," said he. 

"And yet I cannot say a word, 

A secret it must be."


The Resident threw off that hand,

And stood at his full height.

"Remember, sir, I pay your bills.

"How can you think this right?" 

Link to comment
Share on other sites

Well they gave her the orders, back east on the Atoll

Sayin' hey, you're way outta line

This ain't Prim 38, its the Mesh 97

You must put her in to Tuliptree on time


Then she turned right around, to the plywood dusted fireman

Shovelled on a few more cubes

We'll cross the ridge past of Pini and straight on to Crenulate

Just watch the old 97 fly..


But it's a rough set of borders from Crumbi to Sabre

and Leafroller's a double sim cross

It was on the border from Lappet she lost her locomotion

See how she hit the blocks


She was going cross the ridge, 'bout 90 miles an hour

When she slammed into an unseen wall

Came to a screaming dead halt, trying to get out of Magnum

Never to run on SL Server no more


Then the telegram comes through, to SLRR HQ

And this is how it read,

Oh the brave engineer on the old 97

Like flypaper the Server stopped her dead


So now all you Second Life travellers, better stay home a waitin'

don't venture on that windswept road

Keep your mesh in the shed, don't drive that shiny engine  

'Cos Havok's gonna spill your load.

Link to comment
Share on other sites

The Lindens really don't like to give out delivery dates.

However, talk with them in the user groups reveals they are pretty optimistic about Pathfinding. If things go well this week will be the last week for Pathfinding on the RC's. It will likely roll to the main channel next week. BUT... any number of things can happen to derail that.

Link to comment
Share on other sites

Nalates Urriah wrote:

The Lindens really don't like to give out delivery dates.

However, talk with them in the user groups reveals they are pretty optimistic about Pathfinding. If things go well this week will be the last week for Pathfinding on the RC's. It will likely roll to the main channel next week. BUT... any number of things can happen to derail that.

I had heard something similar as well, which led to my query. Not expecting a delivery date (has anyone *ever* given out such a thing? I would expect not!), but more of a roadmap or, I dunno, an inkling. :-)

Link to comment
Share on other sites

Hi Oskar!

Would there be any reason that the restarts would affect traffic reporting?

The sim I'm on had the lowest traffic numbers in over 2 years for yesterday (and there was considerable traffic, so something's amiss there). This is where I'm located:

You are at 264551.9, 287835.8, 2500.9 in GMI Tenanye located at sim5971.agni.lindenlab.com (
Second Life Server
Release Notes: Error fetching server release notes URL.

If it isn't due to the deploy, I'm not sure where to go to report this...(any advice would be much appreciated!)

Link to comment
Share on other sites

Oskar, or whoever

Is there an issue with the roll-out to LeTigre?  Or is the whole roll-out slower this week?

by 11:00am PDT sim 21081 Woods of Heaven hadn't been rolled.  Just asking.

Also I notice that the release notes for LeTigre haven't been updated yet, so I don't know what we will be rolling to.:smileyfrustrated:

Link to comment
Share on other sites

Well, although all seems well at LeTigre, Oskar, I got turfed off my MLCC Oceanic this evening (about 30 min ago actually), and although SL told me that the boat was returned to my "Lost and Found" folder it never appeared there. 

Unfortunately, I don't know which Server group the sim was in (it was not at a sim crossing), so I doubt if this is of much help.

It was more the failure of SL to return the boat (despite announcing that it had) that struck me as "not expected behaviour".

There seems to be a lot more unexplained and irreproducible oddness about tonight than usual..are they fiddling with the OS?



Oh and the Forum seems fixed, I've managed to post twice with first-time logins!!:smileylol:

Link to comment
Share on other sites


Looking at the Grid Status Page, will the scheduled maintenance on Tuesday affect the Main Server Roll, is there any advance information?

Scheduled Maintenance

Posted by Status Desk on August 2nd, 2012 at 01:36 pm PDT

[Posted 1:35pm PDT, 02 August 2012] We will be undergoing scheduled maintenance to our systems on Tuesday, Aug 7th from 5:30AM - 7:00AM PDT.


Second Life Server Deploy
WhenTue, 7 August, 05:00 – 11:00
Just Asking?
Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 3337 days.

Please take a moment to consider if this thread is worth bumping.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Create New...