Jump to content

Oskar Linden

Retired Linden
  • Posts

    461
  • Joined

Posts posted by Oskar Linden

  1. BlueSteel is getting promoted this week. BlueSteel was a maint-server branch with lots of fixes. It also includes fixes for the homestead performance issues.

    Second Life Server (main channel)
    Features
    • Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is 4, type is integer. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. The default value is true.
    Example:
    key http_request_id = llHTTPRequest("http://example.com/", [HTTP_VERBOSE_THROTTLE, 0], "");
    • SCR-67: Added new constant PRIM_OMEGA for use with llGetPrimitiveParamsllSetPrimitiveParamsllGetLinkPrimitiveParams,llSetLinkPrimitiveParamsllSetLinkPrimitiveParamsFast. This gives access to the "target omega" property of primitives which can be set via llTargetOmega, but allows getting the current target omega for a prim (previously not supported) and setting the target omega on a child prim (previously only doable with a script on each prim).

    The list has the signature [vector axis, float spinrate, float gain] like the parameters for llTargetOmega

    Examples:

    // Set this prim rotating
    llTargetOmega(<1.0,3.0,0.5>, TWO_PI, 1.0);
    
    // Read back this prim's current target omega
    list current_omega = llListToList( llGetPrimitiveParams([PRIM_OMEGA]); // should be [PRIM_OMEGA, axis, spinrate, gain]
    vector axis = llList2Vector(current_omega, 1); // Should be <1.0,3.0,0.5>
    float spinrate = llList2Float(current_omega, 2); // Should be TWO_PI
    float gain = llList2Float(current_omega, 3); // Should be 1.0
    
    // Set all child prims rotating
    llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_OMEGA, <1.0,3.0,0.5>, TWO_PI, 1.0]);
    
    • Bug Fixes
      • Fixed issue with "Buy" option remaining set on purchased child prims of no-mod objects (Originally VWR-9796)
      • Addressed issue with teleport and other service failures affecting simulator hosts.
      • Server-side support for STORM-1261 - send message IDs on login failure to allow localization
      • SVC-6905: Fixed issue with objects resisting return, delete, take and autoreturn
      • WEB-3096: Fix unsubscribe link in IM-to-Email messages"
      • SVC-6953: Fixed issue where region restart notification appears to be from the avatar being notified.
      • SVC-5780: More specific error message when deeding land to group fails because transfers are blocked on the region

     

    2011-07-12, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
     

    Second Life RC BlueSteel
    This is the "Avatar Visibility" project. The code in this channel allows parcel owners to choose whether to allow others to view avatars or hear sounds from inside the parcel. More details in the release notes.

    2011-07-13, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
     

    Second Life RC LeTigre
    Thursday morning the 14th the "mesh-prep 2" project was released to this channel. This contains the merged mesh prep code. Mesh is not enabled. See the release notes for more info.

    2011-07-13, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
     

    Second Life RC Magnum

    2011-07-13, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
     

    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

     

  2. For those experiencing issues with the main channel please update this jira:

     - https://jira.secondlife.com/browse/SVC-7079

    What information we need:

    • The region name, the time of the poor performance, and the duration.
    • Why the performance is poor: what feels sluggish or what stat is bad.

    If you have specific scripts that are not functioning correctly please be sure to read the notes below and file a separate jira bug in the Scripting (SCR) project. Please report both the expected behavior and what is wrong, it is very difficult to tell how a script is broken if you only ever get the broken version.

    Notes:

    • Increased 'Script ms' time in the stats ctrl-shift-1 stats is expected. The simulator is more aggressive at using available time to run scripts. This does not mean the sim is performing worse by itself. SimFPS and Time Dilation and the general feel of the region are more important factors.
    • The time reported to estate owners/managers in Top Scripts is expected to be drastically different than in prior versions. This tool now reports the average script time over the last 30 minutes (or the life of the object, whichever is shorter). Previously it was using broken math and only reporting roughly the last instant of activity, weighted incorrectly by the last few seconds. The new data is more accurate and more
    • Script based benchmarks may no longer work or their behavior may be drastically different. We addressed a bug called 'fly wheeling' or 'juicing' that would allow scripts to use inappropriate amounts of script time and hurt simulator performance. Essentially by doing a lot of really simple operations you could prime your script to get a whole lot of time for doing more complex work. Now we are more quick to adjust the time a script gets to the standard allotted time. This will most effect scripts that vary their workload and do tight loops - and it is quite possible script based benchmarks are adversely effected.
  3. For those experiencing issues with the main channel please update this jira:

     - https://jira.secondlife.com/browse/SVC-7079

    What information we need:

    • The region name, the time of the poor performance, and the duration.
    • Why the performance is poor: what feels sluggish or what stat is bad.

    If you have specific scripts that are not functioning correctly please be sure to read the notes below and file a separate jira bug in the Scripting (SCR) project. Please report both the expected behavior and what is wrong, it is very difficult to tell how a script is broken if you only ever get the broken version.

    Notes:

    • Increased 'Script ms' time in the stats ctrl-shift-1 stats is expected. The simulator is more aggressive at using available time to run scripts. This does not mean the sim is performing worse by itself. SimFPS and Time Dilation and the general feel of the region are more important factors.
    • The time reported to estate owners/managers in Top Scripts is expected to be drastically different than in prior versions. This tool now reports the average script time over the last 30 minutes (or the life of the object, whichever is shorter). Previously it was using broken math and only reporting roughly the last instant of activity, weighted incorrectly by the last few seconds. The new data is more accurate and more
    • Script based benchmarks may no longer work or their behavior may be drastically different. We addressed a bug called 'fly wheeling' or 'juicing' that would allow scripts to use inappropriate amounts of script time and hurt simulator performance. Essentially by doing a lot of really simple operations you could prime your script to get a whole lot of time for doing more complex work. Now we are more quick to adjust the time a script gets to the standard allotted time. This will most effect scripts that vary their workload and do tight loops - and it is quite possible script based benchmarks are adversely effected.
  4. Since today is a holiday in the US we will not be promoting any code to the main channel. There will be no rolling restart Tuesday morning.
     
    __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

     

  5. I apologize for the "deafening silence". This became a suspected issue around noon yesterday. It became a known issue a few hours later. Recognizing the issue is the first step. The second step is reproducing the issues in a dev environment. The third step is discovering the root cause for the issue. The fourth step is determining man grid impact. The fifth step is finding a fix. The sixth step is determining if the fix solves the issue. The seventh step is creating a deploy plan. The eight step is implementing the deploy plan. We are doing steps six and seven right now. Multiple members of the team have been working on this full time since it was discovered. That was only about 24 hours ago.

    Please accept our apologies for this bug reaching the main grid. We work hard to make sure bugs like this don't get to the main server channel. In this case we failed.

    __Oskar

  6. This week we have Kelly's "mono2 performance" branch from LeTigre being promoted to the full grid. This has been a long time coming. We thank you for your patience and for filing bugs when you found them.

    Second Life Server (main channel)

    • Script performance and robustness
      This release includes many features that improve the performance and robustness of scripts compiled to Mono. This includes a lot of back end infrastructure work with unit tests and script life cycle to make it easier and safer to work with the script system in the future.
    • New Script Profiling LSL Functions
    • Bug Fixes
      • SVC-3895 Rezzing Mono scripted object cripples sim FPS
      • Improved 'Top Scripts' report
        Each object now reports an average script time per frame since the object was created or the last 30 minutes, whichever is shorter. This fixes a lot of odd behavior and misinformation in the previous results as well as makes it easier to determine recent lag sources instead of only immediate lag sources.
        It is still not expected for this result to exactly match the 'Script ms' reported in the simulator stats summary as these measure different things on different time scales.
      • (Fixed a) Sim crash in mono memory monitor.
      • Includes the fix that caused the zero day rollback.
      • Improved simulator performance when removing objects with scripts from a region.
      • Fixed a bug that could cause scripts to crash with NullReferenceException errors.
      • Fix for "Periods of very low (or nonexistent) script performance"
      • Fix for SCR-55 "script reset"
      • Fix for SCR-76 "llRegionSayTo() silently fails in LSL2 scripts"
      • Fix for SCR-66 "llRegionSayTo() Fails to send messages to attachments on sitting avatars"
      • Fix for SCR-61 "llOwnersay Truncates multibyte characters at the end of it's range"
      • Fix for SVC-6573 "Execution of script is not blocked on parcel for single user if scripts are not blocked for groups on parcel"
      • Fix for regions that would fail to start.
      • Fixed an issue that would create long pauses when avatars logged out or TP'd to other regions.
     
    2011-06-28, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
     

    Second Life RC BlueSteel
    This will be the same maint-server branch form last week.
    Features:
    • Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is '''4''', type is '''integer'''. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. Example:
      key http_request_id = llHTTPRequest("http://example.com/", [HTTP_VERBOSE_THROTTLE, 0], "");
    • SCR-67: Added new constant PRIM_OMEGA for use with llGetPrimitiveParams, llSetPrimitiveParams, llGetLinkPrimitiveParams, llSetLinkPrimitiveParams, llSetLinkPrimitiveParamsFast. This gives access to the "target omega" property of primitives which can be set via llTargetOmega, but allows getting the current target omega for a prim (previously not supported) and setting the target omega on a child prim (previously only doable with a script on each prim). The list has the signature [vector axis, float spinrate, float gain] like the parameters for llTargetOmegaExamples:
      // Set this prim rotating
      llTargetOmega(<1.0,3.0,0.5>, TWO_PI, 1.0);
      
      // Read back this prim's current target omega
      list current_omega = llListToList( llGetPrimitiveParams([PRIM_OMEGA]); // should be [PRIM_OMEGA, axis, spinrate, gain]
      vector axis = llList2Vector(current_omega, 1); // Should be <1.0,3.0,0.5>
      float spinrate = llList2Float(current_omega, 2); // Should be TWO_PI
      float gain = llList2Float(current_omega, 3); // Should be 1.0
      
      // Set all child prims rotating
      llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_OMEGA, <1.0,3.0,0.5>, TWO_PI, 1.0]);
      
    Bug Fixes:
    • Fixed issue with "Buy" option remaining set on purchased child prims of no-mod objects (Originally VWR-9796)
    • Addressed issue with teleport and other service failures affecting simulator hosts.
    • Server-side support for STORM-1261 - send message IDs on login failure to allow localization
    • SVC-6905: Fixed issue with objects resisting return, delete, take and autoreturn
    • WEB-3096: Fix unsubscribe link in IM-to-Email messages"
    • SVC-6953: Fixed issue where region restart notification appears to be from the avatar being notified.
    • SVC-5780: More specific error message when deeding land to group fails because transfers are blocked on the region

    2011-06-29, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
     

    Second Life RC LeTigre
    LeTigre and Magnum are both getting an updated version of "mesh-prep". We're calling it "mesh-prep 2". It takes us a step closer to getting mesh on AGNI. We have taken the latest development changes from the mesh development branch and merged them in with this code. Included are infrastructure and framework changes to support the release of mesh. This release does not include any mesh functionality.
    • Havok physics engine updated.
      • 10 cm gap between colliding objects has been removed for some objects
        • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
        • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
      • Complete overhaul of physics shape construction and management
    • Parcel prim accounting code has been overhauled.
    • llCastRay() function included but disabled.
      • Scripts will compile but will not generate results.

    2011-06-29, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
     

    Second Life RC Magnum
    This branch is identical to LeTigre. We have put "mesh-prep 2" on both channels to increase the exposure.

    2011-06-29, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
     

    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

     

  7. We do have a release ready for this week. The Group Chat fixes on BlueSteel are being promoted to the main channel

    Second Life Server (main channel)
    The majority of the group chat fixes were fixed on our util nodes a week and a half ago. The changes in this branch affect users using the same group while on the same region. This is a smaller use case, but it will see a benefit.
    • Enable addressing chat message to more than one agent in a region
      • A protocol was implemented on the sim and in the multiagent chat backbone service to enable addressing of a chat message to multiple agents. When more than one recipient agent is present in the same region a single request is made to the sim addressed to all recipients. Previously a request was made for each agent needlessly duplicating requests.
     
    2011-06-21, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
     

    Second Life RC BlueSteel
    We have a set of maint-server fixes from Josh here this week. 
    Features:
    • Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is '''4''', type is '''integer'''. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. Example:
      key http_request_id = llHTTPRequest("http://example.com/", [HTTP_VERBOSE_THROTTLE, 0], "");
    • SCR-67: Added new constant PRIM_OMEGA for use with llGetPrimitiveParams, llSetPrimitiveParams, llGetLinkPrimitiveParams, llSetLinkPrimitiveParams, llSetLinkPrimitiveParamsFast. This gives access to the "target omega" property of primitives which can be set via llTargetOmega, but allows getting the current target omega for a prim (previously not supported) and setting the target omega on a child prim (previously only doable with a script on each prim). The list has the signature [vector axis, float spinrate, float gain] like the parameters for llTargetOmegaExamples:
      // Set this prim rotating
      llTargetOmega(<1.0,3.0,0.5>, TWO_PI, 1.0);
      
      // Read back this prim's current target omega
      list current_omega = llListToList( llGetPrimitiveParams([PRIM_OMEGA]); // should be [PRIM_OMEGA, axis, spinrate, gain]
      vector axis = llList2Vector(current_omega, 1); // Should be <1.0,3.0,0.5>
      float spinrate = llList2Float(current_omega, 2); // Should be TWO_PI
      float gain = llList2Float(current_omega, 3); // Should be 1.0
      
      // Set all child prims rotating
      llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_OMEGA, <1.0,3.0,0.5>, TWO_PI, 1.0]);
      
    Bug Fixes:
    • Fixed issue with "Buy" option remaining set on purchased child prims of no-mod objects (Originally VWR-9796)
    • Addressed issue with teleport and other service failures affecting simulator hosts.
    • Server-side support for STORM-1261 - send message IDs on login failure to allow localization
    • SVC-6905: Fixed issue with objects resisting return, delete, take and autoreturn
    • WEB-3096: Fix unsubscribe link in IM-to-Email messages"
    • SVC-6953: Fixed issue where region restart notification appears to be from the avatar being notified.
    • SVC-5780: More specific error message when deeding land to group fails because transfers are blocked on the region

    2011-06-22, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
     

    Second Life RC LeTigre
    This channel will keep Kelly's "mono2-performance' branch with fixes.

    2011-06-22, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
     

    Second Life RC Magnum
    This project is keeping the "mesh-prep" branch after getting some more bug fixes. This contains infrastructure and framework updates to get the grid ready for mesh. It does not include any mesh features or functionality. The physics engine has been updated and the 10cm gap between colliding objects has been removed for some objects. 
    The llCastRay() function has been included, but it is disabled..

    2011-06-22, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
     

    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

     

  8. We had intended to promote the mono2-performance branch this week, but a late issue is preventing us. There will be no Tuesday release. We will update each of the RC channels on Wednesday with fixed code.

    Second Life Server (main channel)
    No main channel release today!
     
    2011-06-14, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
     

    Second Life RC BlueSteel
    This will get the group chat sim side fixes release.

    2011-06-15, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
     

    Second Life RC LeTigre
    This channel will keep Kelly's "mono2-performance' branch with fixes.

    2011-06-15, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
     

    Second Life RC Magnum
    This project is keeping the "mesh-prep" branch after getting some more bug fixes. This contains infrastructure and framework updates to get the grid ready for mesh. It does not include any mesh features or functionality. The physics engine has been updated and the 10cm gap between colliding objects has been removed for some objects. 
    The llCastRay() function has been included, but it is disabled..

    2011-06-15, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
     

    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

     

  9. This topic has had much discussion internally at the lab. The decision to use the times that we chose for grid upgrades was not made lightly. We looked at SL usage times over the course of the 168 hours in a week that we have. The slots chosen were specifically chosen at the lightest possible times. We wanted the impact to be as minimal as possible. We know that a rolling restart does offer a noticeable impact on events and those using Second Life at that time. We have attempted to alleviate the impact in three ways.

    1. We do rolling restarts during off peak hours.

    2. We schedule the rolling restarts for the same time every week so people can plan around them.

    3. We work to make the rolling restarts as quick as possible.

     

    My hope is that in "The Glorious Future" we can have a system for grid upgrades without downtime. A few ideas around this have been proposed internally, but nothing has been decided. I do appreciate your patience during our rolling restart scheduling.

    Thanks!

    __Oskar

  10. Things are moving right along this week. We were able to have a stable round of deploys last week. That really helps us moving forward. There are a lot of good projects in the pipeline for this summer.

    Second Life Server (main channel)
    The main channel will be getting the "friendship" project.. This contains changes to the People API which is an interface for managing anything having to do with relationships and personal information.
    • Added ability to handle friendship addition and removals.
    • Infrastructural changes.
    • The release includes the fixes to help deploys during rolling restarts.
     
    2011-06-07, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
     

    Second Life RC BlueSteel
    We do not have a new project for this slot. This channel will be set to match the main channel.

    2011-06-08, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
     

    Second Life RC LeTigre
    This channel will keep Kelly's "mono2-performance' branch.

    2011-06-08, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
     

    Second Life RC Magnum
    This project is keeping the "mesh-prep" branch after getting some bug fixes. This contains infrastructure and framework updates to get the grid ready for mesh. It does not include any mesh features or functionality. The physics engine has been updated and the 10cm gap between colliding objects has been removed for some objects. 
    The llCastRay() function has been included, but it is disabled..

    2011-06-08, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
     

    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

     

×
×
  • Create New...