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Oskar Linden

Retired Linden
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Posts posted by Oskar Linden

  1. This is the week for Pathfinding to hit the main channel!

     

    Second Life Server (main channel)

    The Pathfinding code on Magnum is being promoted this week.

     

    • 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

    2012-08-07, 5:00am: Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

     

     

    Second Life RC BlueSteel

    This channel will get a new maint-server with bug fixes.

    • VWR-5044: Attachments only change/inherit the active group when they're "rezzed
    • VWR-25762: group owned objects appear as owned by (nobody) in Top Scripts and Top Colliders
    • VWR-20320: Show in search and set for sale remain enabled after owner changed
    • SVC-7760: Large object instant messages can corrupt returned object location URL making it impossible to determine the object's location.
    • STORM-1840: Searching legacy names in the "Choose Resident" floater with a period returns no result
    • SVC-7525: Selected objects move when a new keyframe motion is started
    • SVC-7793: Scripted agents can't abandon land on private estates
    • SVC-7917: Please automatically unmute avatars who have muted themselves, and prevent this from occuring server-side.
    • SVC-7968: When TPing using a landmark the server sends two TeleportStart packets
    • SCR-247: Scripts created by Residents who are limited to only the General maturity rating do not function as expected when inside an object that the scripter created that is running in a Moderate or Adult region
    • SCR-318: llInsertString & llSubStringIndex support for 4 bytes characters broken since 12.02.06.248938
    • SCR-359: The http_request() event fails to trigger in child prims that do not use llHTTPResponse() after it has received 64 HTTP requests and will not trigger again even if the script is reset.


    2012-08-08
    , 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 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!

    2012-08-08, 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 a different maint-server than the one that is on BlueSteel.

     

    • Bug Fixes
      • llAttachToAvatarTemp fixes
    • llTeleportAgent and llTeleportAgentGlobalCoords fixes
      • Output a script error when a teleport is aborted because the agent to be teleported is not the owner of the object trying to teleport them.
      • SVC-8100: "llTeleportAgent fails silently when user is not the owner"

     

    2012-08-08, 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

     

  2. 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: 
    https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

     

     

    Second Life RC BlueSteel

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


    2012-08-01
    , 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 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 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

    2012-08-01, 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!

     

    __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

     


  3. Marianne McCann wrote:

    I suspect you're plenty busy Oskar, and you may not be able to go much into it, but what happened with Magnum yesterday, preciptating the second roll?

    There was a serious security issue reported. We made an emergency fix and released it before it could be exploited. I can't go into the details.

    __Oskar


  4. 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

  5. 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

     

  6. 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)

    We are promoting the Creator Tools project. These new features are being shipped disabled. These features are being enabled on LeTigre 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.
      • These functions have an on/off switch. This release 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


    2012-07-17, 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. This is the same project that was on here last week.

     

    • 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.

    2012-07-18, 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.

     

    • 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.

    2012-07-18, 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

    2012-07-18, 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

     


  7. JJValero Writer wrote:

    You are at 256697.5, 250525.4, 29.4 in Combat (sandbox) - Blue Team's HQ located at sim9117.agni.lindenlab.com (216.82.42.53:13003)

    Second Life RC LeTigre 12.07.03.261171

     

    Scripts ask for permissions, but no teleport agent.


    The code is there but the new LSL calls are disabled. They will be enabled in the future.

    __Oskar


  8. 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


  9. Ayesha Askham wrote:

    Oskar

    I am very concerned.  I am told reliably by an inworld group that Linden Lab intends to roll Pathfinding again this coming week to RC sims.  This despite knowing that Mesh vehicles (my interest centres around Mesh boats) will not be able to cross any sim boundaries if at one point they cross into an RC sim.  Is this so?

    The last attempt at promoting Pathfinding borked any object (not just Mesh ones) crossing sim boundaries "back" to non-RC sims from RC ones.  This has been fixed hasn't it?

    With all the thousands of issues as described in the SL JIRA still being unresolved or not fixed (personal interest registered on SVC-8026), why is this (Pathfinding) being pursued so single-mindedly?  Should I really be asking the CEO?

    Edit PS:  When I log in here I get thrown to the Main Help page.  If I return here I am no longer logged in it claims.  What??

    Pathfinding will be on RC next week. Upgrading Havok is a tricky procedure. The inability of mesh objects to region cross to old versions is a disappointing side effect. Having Pathfinding on just one RC channel will minimize the instances of this. Support will be monitoring the regions and if we notice large numbers of failed mesh crossings we will handle those at that time.

    We have three RC projects going out this week. We are certainly not single minded. We have many things being worked on at the same time. I apologize if the priorities we have set are not the same that yours would be. I'm sure you can understand.

    As for the login issue I have no idea, I'm sorry.

    __Oskar

  10. 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

     


  11. Lydia Craig wrote:

    Oskar whatever happened really got dramatically worse after Tuesday and today, it is the worst yet.  Whatever is going on needs to be fixed and needs to be given a high priority because it is driving people from SL in droves.  As for myself after six years I am seriously considering dropping my premium account since over the last few months service has been terrible and I frankly see no hope of it improving soon.  As for LLs acclaimed program to fix things, we have seen those constantly over the last three years and the stability we were promised has never materialized and what little stability that was achieved was negated by the next "big fix", so I see no reason to believe this round will be any more successful and if I do renew my account it will be for a quarter at a time, so it is easier to get out if things go as badly as they are at the moment.

    To be specific logins in are imossible, inventory is lost during the login process, crashes are epidemic and there is a tremendous lag between starting a routine like moving and it implementation.  This is a constant feature and does not end with login but continues til the time you eventually crash. Also border crossing are anything but ideal, teleports are unreliable and rezzing is at times impossible.  These are all basic service which most online games manage to provide but with seem at best unstable in SL.

    There were no changes to SL Tuesday or Wednesday because of the 4th of July holiday. Whatever you experienced then is most likely on your end or somewhere in between. This morning we had significant network issues that would explain any erratic behaviour this AM, but not yesterday or the day before.

    __Oskar


  12. Lydia Craig wrote:

    Since the Tuesday restart things have gotten much worse, inventory loading is at best erratic, logins are unreliable and crash often, internal lag is huge, teleports unreliable, and service in general worse that before the restart.  If this is an indication of LL plans to fix SL then they will be no more effective than they have been since the introduction of MONO, the first big fix, and by the time they fix this mess they will have no paying customers left to surrport them, becasuse it is increasingly foolish to pay for services we are not getting and LL appears unwilling or incapable to deliver on.

    Lydia, there were no Tuesday restarts this week. :-)

  13. This week things will be mixed up a bit. Because it is the 4th of July on Wednesday Linden Lab will be on a holiday. Because of that we will not be doing a rolling restart Tuesday OR Wednesday. We will be doing the Tuesday roll on Thursday morning. 

     

    UPDATE >>>>>>>>> Because of network outages Thursday AM the main channel upgrade was postponed until next Tuesday.

    The main channel code remains the same as before. 

    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. This channel will be upgraded Thursday morning, instead of Wednesday.


    2012-07-05, 5:00am: Release Notes: 
    https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12

     

     

    Second Life RC BlueSteel

    This channel will have the simulator changes to process prebaked avatar textures for library outfits. This is the same code that was on here last week. This code is on all RC channels. This channel will not be restarted.

    2012-07-04, 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 simulator changes to process prebaked avatar textures for library outfits. This is the same code on all channels. This channel will not be restarted.

    2012-07-04, 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 simulator changes to process prebaked avatar textures for library outfits. This is the same code on all channels. This channel will not be restarted.

    2012-07-04, 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

     


  14. WolfBaginski Bearsfoot wrote:

    What is really worrying me is that these roll-outs are so incredibly slow, compred to the recent past. I can see reasons why rolling out the PF code might be slow, with a need to create the "Navmesh" for each region, but that doesn't explain the Main Channel roll-out that took 12 hours, when it apparently took 3.5 hours last week.

    If this slower roll-out process is going to be usual, with some regions down for over an hour, from my timezone I might as well forget using SL on two days a week.

    If this is a side effect of the PF system, if it is something we are going to be stuck with, I have to wonder if the person who signed off on this is playing with a full deck. 

    The longer rolling restart is a side effect of some of our infrastructure changes. It will get shorter. We're still tuning the process. We appreciate your patience.

    __Oskar


  15. Miranda Umino wrote:

    We do some rollbacks on the test servers now ?

    As  people are so scared about a JIRA , why not to do rollback on on the aditi servers tomorow ?

    And after tomorrow , why not to do rollbacks on developpers servers ?

    And why not to ask to Havok to rollback their product too ?

    ...

    And this , only because this incompatibilty is an incompatibilty who can happen  while the deployement but who could n t happen after a complete deployement ?

    This situation is absurd . There are too many whiners in second life

     

     

    I'm not sure I understand this post.

    __Oskar

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