Difference between revisions of "Beta/Magnum"

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== Release Notes ==
 
== Release Notes ==
  
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Revision as of 13:08, 8 February 2012

Contents

What is Magnum?

Magnum is the nickname for 1 of our 3 'Server Release Candidate' channels. When a new version of server is ready for the main grid it needs to prove itself in a release candidate channel for one week first. This is what we used to call a pilot roll. Once a 'Server Release Candidate' has proven itself it will be rolled out to the entire main grid. Magnum will then be given a new 'Server Release Candidate'. We might have as many as three 'Server Release Candidate' channels on the main grid at the same time. The others are BlueSteel and LeTigre. These can and probably will change on a weekly basis.

Magnum Release Channel

This is the Magnum Release Channel. Information on this release candidate is below. For more information on beta projects, see: Beta Server Office Hours.

Timeframe

We will normally roll Release Candidates to the grid Wednesday mornings when we have them. If we don't have one we won't roll anything. The RC has to be stable on the main grid for 6 days. If so it will be rolled to the full grid next the next Tuesday morning. During the course of the 6 days RC cycle regions on the RC cycle may be restarted more frequently.

Additional Info

"You gotta tame the beast before you let it out of its cage."

Magnum can be on about 10% of the grid. These 4 regions will always have the latest up to date Magnum RC code. You are welcome to use them as needed. They are available to members of the group "Second Life Beta". Please join this group: http://world.secondlife.com/group/19657888-576f-83e9-2580-7c3da7c0e4ca

If they are closed that means there is no RC using that channel.

  1. Magnum Sandbox 1
  2. Magnum Sandbox 2
  3. Magnum Sandbox 3
  4. Magnum Sandbox 4

How To File Bugs

  1. https://jira.secondlife.com/secure/CreateIssue.jspa?pid=10002&issuetype=1
  2. Log in.
  3. Choose "Affects Version/s" that matches the server version from "Help->About Second Life..."
  4. Be verbose and descriptive.
  5. Be sure to add your environment.

Release Notes

12.12.18.268345

  • This is a maint-server project
  • Scheduled 2012-12-19, for the RC BlueSteel, RC LeTigre, and RC Magnum channels
  • Bug Fixes
    • Stability improvement

12.12.10.267913

  • This is a maint-server project
  • Scheduled 2012-12-12, for RC Magnum
  • This version is a superset of the changes found on the other RC channels, which have version 12.12.05.267700
  • New Features
  • Bug Fixes
    • Numerous crash fixes around mesh and physics subsystems
    • The 500 byte limit for profile text is being enforced better. Previously there were a ways to make profile entries larger than the limit, which could cause problems.
    • Additional crash fixes
  • Fixes since 12.11.21.267232
    • Fixed a bug: parcels cannot be deeded to the group (BUG-927 )
    • Fixed a bug: offline emails triggered by scripted object IMs are missing the message (BUG-916)
    • Fixed a bug: offline emails triggered by scripted object IMs have the wrong avatar name in the email "To:" field
  • Fixes since 12.11.29.267443
    • Fixed a bug: offline IMs from objects to their owners would not trigger offline email (BUG-1002)
    • Fixed a bug: group member ejection notice to group owner has garbled text (BUG-1027)

12.11.29.267443

  • This is a maint-server project
  • Scheduled 2012-12-05, for RC BlueSteel, RC LeTigre, and RC Magnum
  • New Features
  • Bug Fixes
    • Numerous crash fixes around mesh and physics subsystems
    • Additional crash fixes
  • Fixes since RC Magnum 12.11.21.267232
    • Fixed a bug: parcels cannot be deeded to the group (BUG-927 )
    • Fixed a bug: offline emails triggered by scripted object IMs are missing the message (BUG-916)
    • Fixed a bug: offline emails triggered by scripted object IMs have the wrong avatar name in the email "To:" field

12.11.21.267232

12.11.09.266804

  • This is a maint-server project
  • Scheduled 2012-11-14, for RC BlueSteel, RC LeTigre, and RC Magnum channels
  • New Features
    • Linksets or single objects which have bounding boxes larger than 64m (in any dimension) are prevented from being rezzed if rezzing would cause the object to collide with an avatar (excluding the object owner). (BUG-166)
  • Bug Fixes
    • Script Time in the Statistics Bar now correctly shows 0ms when scripts are disabled in the sim (BUG-311)
    • Script error messages now include information about the object's root prim, when certain operations fail due to the object's pathfinding setting (PATHBUG-198)
    • Other misc. fixes, including crash fixes
  • Changes since 12.11.05.266580
    • Fixed a crash mode that was introduced with 12.11.05.266580 (the previous version of this project)

12.11.02.266530

  • This is a maint-server project.
  • Scheduled 2012-11-07
  • New features
    • Added llGetObjectDetails() flags OBJECT_ROOT and OBJECT_ATTACHED_POINT
      • OBJECT_ROOT returns the id of the root prim of the object's linkset
        • If called on an avatar, returns the id of the root prim of the linkset the avatar is sitting on (or the avatar's own id if the avatar is not sitting on an object within the region)
        • Return type is a Key
      • OBJECT_ATTACHED_POINT returns the attachment point to which the object is attached
        • Returns 0 if the object is not an attachment (or is an avatar, etc)
        • Return type is an Integer
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
  • Bug Fixes
    • llSensor() issue fixed
    • Fixed an issue with group info loading
    • Fixed Linkability distance rules
    • Fix for large group member loading failures (SVC-4968). This provides a new capability to viewers to fetch member lists for large groups.
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.
    • Changes since 12.10.29.266360

12.10.29.266360

  • This is a maint-server project.
  • Scheduled 2012-11-01
  • New features
  • Bug Fixes
    • llSensor() issue fixed
    • Fixed an issue with group info loading
    • Linkability distance rules are broken
    • Group won't load - too many members. This provides a new capability to viewers to fetch member lists for large groups.
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.

12.10.19.266079

12.10.19.266068

  • This project was rolled back because of a showstopper bug.
  • Scheduled 2012-10-24
  • Bug Fixes
    • Linkability distance rules are broken
    • Group won't load - too many members. This provides a new capability to viewers to fetch member lists for large groups.
    • Get the development viewer here:
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.


12.10.12.265826

  • This is a maint-server project.
  • Scheduled 2012-10-17
  • Bug Fixes
    • Back end infrastructural changes.
      • No intentional change to behavior.
    • The only change from last week's Magnum 12.09.26.265180 is the inclusion of the database access improvement for large groups.


12.09.26.265180

  • This is a maint-server project.
  • Scheduled 2012-10-03
  • Bug Fixes
    • Back end infrastructural changes.
      • No intentional change to behaviour.


12.09.07.264510

  • This is a maint-server project.
  • Scheduled 2012-09-13
  • Bug Fixes


12.09.04.264357

  • This is a maint-server project.
  • Scheduled 2012-09-05
  • 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.
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-7641: Add object location info to messages, was "Object on land sending excessive messages
    • SVC-8177: There is different behaivior between the RC channels and the main channel involving permissions, objects lose modify permissions
    • SVC-8208: L$ received notification not appearing when on an RC region

12.08.23.263967

  • This is a maint-server Project again.
    • Scheduled 2012-08-29
  • Bug Fixes
    • SVC-7641: Object on land sending excessive messages. The messages sent from the simulator about objects now contain location information, making them easier to find and return. Was "Object on land sending excessive messages"
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released

12.08.17.263676

  • This is a maint-server Project.
    • Scheduled 2012-08-22
  • Bug Fixes
    • SVC-7641: Object on land sending excessive messages. The messages sent from the simulator about objects now contain location information, making them easier to find and return. Was "Object on land sending excessive messages"
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released

12.08.14.263480

12.08.06.263116

12.07.31.262785

  • This is 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 beta viewer [version 3.4.0 (262596) or later] can be used to modify the pathfinding settings in a region: SL Viewer Downloads
      • 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
  • Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
    • PATHBUG-165 Avatars become phantom after sitting on phantom objects
    • PATHBUG-164 Physics shape updates are slow sometimes
  • Fixed the following bugs since the 12.07.18.262060 Pathfinding RC
  • Fixed the following bugs since the 12.07.24.262484 Pathfinding RC
    • PATHBUG-166 Avatar Physics Broken - Magnum Version 262484 (Done today)
    • PATHBUG-167 llApplyImpulse and llPushObject does not work properly on Magnum servers, when pushing avatars rapidly
    • PATH-835 copying an object with shift drag does not copy the custom physics
    • PATH-809 User is not able to change phantom concave prim's attribute to "Walkable" or "Static obstacle" value
    • PATHBUG-175 Viewer looses track of adjacent region on high altitudes
  • Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.24.262437
  • Known Issues
    • Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
    • Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
    • Certain small physical objects can fall through the terrain surface
    • After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
    • SVC-8048 vehicles being very iratic and jittery on magnum regions
    • PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
    • PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
    • PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
    • PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
    • PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
    • PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
    • PATH-630 llSetLocalRot() fails in the root prims of characters
    • PATH-538 Character mass as reported by LSL scripts is bogus
    • PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
    • PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
    • PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE

12.07.24.262484

  • This is 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
  • Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
    • PATHBUG-165 Avatars become phantom after sitting on phantom objects
    • PATHBUG-164 Physics shape updates are slow sometimes
  • Fixed the following bugs since the 12.07.18.262060 Pathfinding RC
  • Known Issues
    • Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
    • Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
    • Certain small physical objects can fall through the terrain surface
    • After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
    • SVC-8048 vehicles being very iratic and jittery on magnum regions
    • PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
    • PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
    • PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
    • PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
    • PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
    • PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
    • PATH-630 llSetLocalRot() fails in the root prims of characters
    • PATH-538 Character mass as reported by LSL scripts is bogus
    • PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
    • PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
    • PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
  • Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.18.262055

12.07.18.262060

  • This is 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
  • Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
    • PATHBUG-165 Avatars become phantom after sitting on phantom objects
    • PATHBUG-164 Physics shape updates are slow sometimes
  • Known Issues
    • Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
    • Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
    • Certain small physical objects can fall through the terrain surface
    • After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
    • SVC-8048 vehicles being very iratic and jittery on magnum regions
    • PATHBUG-163 On attachments, PRIM_SIZE causes PRIM_POS_LOCAL and PRIM_POSITION to be ignored
    • PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
    • PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
    • PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
    • PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
    • PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
    • PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
    • PATH-630 llSetLocalRot() fails in the root prims of characters
    • PATH-538 Character mass as reported by LSL scripts is bogus
    • PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
    • PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
    • PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
  • Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.03.261171

12.07.06.261281

  • This is 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


  • Known Issues
    • Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
    • Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
    • Certain small physical objects can fall through the terrain surface
    • After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
    • PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
    • PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
    • PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
    • PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
    • PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
    • PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
    • PATH-630 llSetLocalRot() fails in the root prims of characters
    • PATH-538 Character mass as reported by LSL scripts is bogus
    • PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
    • PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
    • PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE

12.06.20.260188

12.06.23.260473

  • This is 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
  • Known Issues
    • Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
    • Certain small physical objects can fall through the terrain surface
    • Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
    • After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
    • PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
    • PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
    • PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
    • PATH-630 llSetLocalRot() fails in the root prims of characters
    • PATH-538 Character mass as reported by LSL scripts is bogus
    • PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
    • PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
    • PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE

12.06.18.259948

12.06.06.259024

12.06.04.258763

  • This is a "maint-server" deploy. scheduled 2012-06-05
  • Features
    • No new features.
  • Bug Fixes
    • SVC-7902: Problem of not being able to rez on my land continues

12.06.04.258754

  • This is an emergency deploy to fix a security issue. scheduled 2012-06-04
  • Features
    • No new features.
  • Bug Fixes
    • Fixes a griefing vector.

12.05.25.258071

  • This is the "Experience Tools" project. scheduled 2012-05-30
  • Three new LSL functions:
  • NOTE: 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 only on Magnum RC regions and not grid wide.

12.05.11.256527

12.05.11.256527

12.05.07.255857

12.04.30.255166

12.04.20.254297

12.04.13.253827

12.03.30.252593

12.03.30.252637

12.03.25.252046

  • This is again the "threaded region crossing" project. scheduled 2012-03-28
  • Features
    • Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • Fixed some crash modes that were discovered in the previous iteration of this project
    • Fixed new crash modes.

12.03.20.251556

  • This is again the "threaded region crossing" project. scheduled 2012-03-21
  • Features
    • Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • Fixed some crash modes that were discovered in the previous iteration of this project
  • Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991
  • This version is on all 3 RC channels, this week

12.02.24.249991

12.03.02.250419

12.02.28.250112

  • This "threaded region crossing" project scheduled 2012-02-29
  • Features
    • Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • The ghosting issue has been patched.
    • Fixed some cases in which avatars got 'stuck' and couldn't TP

12.02.21.249728

  • This "threaded region crossing" project scheduled 2012-02-22
  • Features
    • Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • The ghosting issue has been patched.

12.02.02.248748

  • This "threaded region crossing" project scheduled 2012-02-15
  • Features
    • Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • The ghosting issue has been patched.

12.02.06.248938

12.01.27.248571

12.01.24.248357

  • This "maint-server" project scheduled 2012-01-25
  • Features
  • New LSL function integer llSetRegionPos(vector position)
    The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.
    • Returns 1 if the object is successfully placed within 0.1 m of position.
    • Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
    • Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    • Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.
  • "frame_number" option added to llGetEnv()
    Returns an integer that represents the current 'frame' of the simulator. Generally only useful for specific debugging cases.
  • Bug Fixes
    • SVC-7466 A notecard holds more data than a script can read
    • SVC-7520 Keyframe motion doesn't move towards the correct position when specified time is not an exact multiple of 1/45 seconds
    • SVC-7485 llSetKeyframedMotion cannot stop animation if none is running ... sounds less important than it is ...
    • SVC-7493 Weird mesh land impact issue
    • Fixed several simulator crash bugs and potential memory leaks.
    • Fixed a notecard crashing bug.
    • SVC-7613 Greatly increased network activity since the 1/18/12 RC channel rolling restart
    • SVC-7608 Sims are not visible when diagonally opposed. (this was not a simulator-side fix, but the bug was originally visible only in the previous iteration of this project)

12.01.13.247734

  • This "maint-server" project scheduled 2012-01-18
  • The project originally here had a script crashing issue and was rolled to the same RC code on the other channels.
  • Features
  • New LSL function integer llSetRegionPos(vector position)
    The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.
    • Returns 1 if the object is successfully placed within 0.1 m of position.
    • Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
    • Returns 0 and does not move the object if the object is dynamic (has physics enabled).
    • Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.
  • "frame_number" option added to llGetEnv()
    Returns an integer that represents the current 'frame' of the simulator. Generally only useful for specific debugging cases.
  • Bug Fixes
    • SVC-7466 A notecard holds more data than a script can read
    • SVC-7520 Keyframe motion doesn't move towards the correct position when specified time is not an exact multiple of 1/45 seconds
    • SVC-7485 llSetKeyframedMotion cannot stop animation if none is running ... sounds less important than it is ...
    • SVC-7493 Weird mesh land impact issue
    • Fixed several simulator crash bugs and potential memory leaks.
    • Fixed a notecard crashing bug.

12.01.06.247303

  • This "maint-server" project scheduled 2012-01-11
  • Bug Fixes
    • SVC-7540 Offline email notifications received but never delivered on login.

11.12.12.246583

11.12.03.246118

  • This "maint-server" project is scheduled 2011-12-07
  • Bug Fixes
    • SCR-230 llSetPhysicsMaterial() fails if you don't have modify perms
    • SCR-147 Timer event fails to trigger following heavy amounts of linked messages
    • SVC-7324 Physics stalls every 20-30 seconds
    • SCR-225 ERROR: Failed to set physics shape type
    • SVC-7422 llSetLinkMedia do nothing
    • SVC-7413 Bug in Control Event
    • SVC-5927 Temp on Rezzed objects get queued
    • SVC-7360 Driving a vehicle over into a full region gives strange error message: You can't enter this region because the sebehavior is full
    • SVC-7379 For group notices groupID is being sent in the AgentID field
    • SVC-7343 llMinEventDelay Bug
    • SVC-7354 Simulator fails to load notecard asset (Intan won't read config card)
    • Avatars that do not have access to Adult regions will no longer see avatars on those regions from neighboring regions.
    • Several simulator crash fixes.
    • Several minor simulator memory leaks fixed.
    • SVC-7499 Poseball rezzing items are either not giving poseballs or rezzing balls in wrong positions
  • New features
    • New LSL function: key llTransferLindenDollars(key id, integer amount)
      Attempt to transfer amount of L$ from the owner of the object to 'id'. Requires PERMISSION_DEBIT. Returns a key used in a matching transaction_result event for the success or failure of the transfer.
    • New LSL event: transaction_result(key id, integer success, string data)
      This event is triggered from an llTransfer* call (currently only llTransferLindenDollars).
      • id: matches the return value of the llTransfer call and if the transaction was a success will match the 'transaction id' shown in transaction history on secondlife.com
      • success: TRUE if the transfer succeeded otherwise FALSE.
      • data: On successful transactions will contain a CSV of destination ID and amount transferred. In failure cases it will contain an error tag on failure.
    • Error Tags for llTransferLindenDollars:
      • LINDENDOLLAR_ENTITYDOESNOTEXIST - The destination UUID is not a valid agent.
      • LINDENDOLLAR_INSUFFICIENTFUNDS - The source agent does not have enough L$ for the transfer
      • INVALID_AGENT - Destination agent is not a valid UUID
      • INVALID_AMOUNT - Amount is <= 0
      • THROTTLED - The scripted L$ throttle was hit for this object owner.
      • MISSING_PERMISSION_DEBIT - The script does not have debit permission
      • GROUP_OWNED - The object is group owned and thus can't give money
      • TRANSFERS_DISABLED - L$ transfers are disabled in the region
      • EXPIRED - The simulator timed out waiting for a response from the back-end service.
      • SERVICE_ERROR - There was an error connecting to the back-end service
    • SCR-31 New LSL function: llGetParcelMusicURL()
      • Returns the music URL of the object's current parcel if the script owner also owns the parcel
  • This code is also on the LeTigre RC Channel: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11#11.12.02.246118

11.11.12.245070

  • This is the "People API mutelist" project. Scheduled 2011-11-16.
  • Changed simulator behavior to send create/delete events in the mute-list to the People API.
    • Feature is disabled until full release.

11.11.09.244706

  • This is a "havok" project.. Scheduled 2011-11-09.
  • Bug Fixes
    • SVC-7424 Error rezzing certain mesh objects: "Unable to rez object because its mesh data is invalid."
    • Fix for root-prim meshes from an 'old server' not permitted to enter a 'new server'
  • Upgraded physics engine to Havok 2011.2. This brings in the latest work from Havok. We do not expect any noticeable change from this upgrade, but please let us know via jira if you see any new physics related issues.
  • Implemented llSetKeyframedMotion (http://wiki.secondlife.com/wiki/LlSetKeyframedMotion)
  • Known issues
    • Unattached mesh objects cannot region cross from this version into regions running an older version of Havok.
    • Unattached objects cannot region cross from regions running an older version of Havok into this version, if the root prim is a mesh. This is a bug in the main channel server, which has been fixed in this version.
  • Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.10.31.244269

11.10.31.244254

11.10.21.243634

11.10.17.243235


11.10.11.242807

11.09.23.241511

11.09.26.241570

11.09.20.241144

11.09.09.240501

11.09.02.239993

11.08.23.239310

11.08.17.238770

11.08.23.239310

  • This project was deployed 2011-08-25
    • No new features
    • No bug fixes
    • Changes were made to the permissions system and to simulator configuration, but should have no impact on existing builds

11.08.17.238770

  • This is the "Mesh" project. deployed 2011-08-18
    • Mesh objects can be uploaded
    • Child prims can be set to have no collision shape (do not contribute to collision of object)
    • Objects that use the features above (mesh shapes or non-colliding parts) will have prim cost calculated based on actual impact to the parcel/region rather than simple count.
    • Max prim scale has been raised to 64m on a side
    • New physics engine
      • Overhaul how collision shapes are constructed and stored in memory.
      • 10 cm gap between colliding objects has been removed for most objects:
        • For convex prims (dynamic and static)
        • Concave prims (static only)
        • 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.
    • Parcel-full return sort order has changed: most recently "changed" get returned first, but still grouped by OTHER, GROUP, and OWNER in that order.

11.08.09.238100

  • This is the "Mesh" project. deployed 2011-08-11
    • Mesh objects can be uploaded
    • Child prims can be set to have no collision shape (do not contribute to collision of object)
    • Objects that use the features above (mesh shapes or non-colliding parts) will have prim cost calculated based on actual impact to the parcel/region rather than simple count.
    • Max prim scale has been raised to 64m on a side
    • New physics engine
      • Overhaul how collision shapes are constructed and stored in memory.
      • 10 cm gap between colliding objects has been removed for most objects:
        • For convex prims (dynamic and static)
        • Concave prims (static only)
        • 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.
    • Parcel-full return sort order has changed: most recently "changed" get returned first, but still grouped by OTHER, GROUP, and OWNER in that order.
    • Crash fixes.

11.08.02.237549

  • This is the "Mesh" project. deployed 2011-08-04
    • Mesh objects can be uploaded
    • Child prims can be set to have no collision shape (do not contribute to collision of object)
    • Objects that use the features above (mesh shapes or non-colliding parts) will have prim cost calculated based on actual impact to the parcel/region rather than simple count.
    • Max prim scale has been raised to 64m on a side
    • New physics engine
      • Overhaul how collision shapes are constructed and stored in memory.
      • 10 cm gap between colliding objects has been removed for most objects:
        • For convex prims (dynamic and static)
        • Concave prims (static only)
        • 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.
    • Parcel-full return sort order has changed: most recently "changed" get returned first, but still grouped by OTHER, GROUP, and OWNER in that order.

11.07.26.236927

11.07.19.236065

  • This is the "HomeStead Performance Improvement" project. deployed 2011-07-20

11.07.11.235326

11.07.11.235385

  • This is the "HomeStead Performance Improvement" project. deployed 2011-07-13

11.06.28.234198

  • This is the "mesh-prep 2" project. deployed 2011-06-29
  • We have taken the latest development changes from the mesh development branch and merged them in with this code. This gets us closer to releasing mesh.
    • 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.

11.06.16.233094

  • This is the "mesh-prep" project. scheduled 2011-06-22
  • 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
  • llCastRay() function included but disabled.
  • This code is also deployed to LeTigre.

11.06.14.232906

11.06.07.232243

  • This is the "mesh-prep" project. deployed 2011-06-08
  • 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
  • llCastRay() function included but disabled.
  • merged with server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.05.31.231546

11.05.31.231501

  • This is the "mesh-prep" project. deployed 2011-06-01
  • 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
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.
  • Fix to allow services to start properly after deployment of new code.
  • merged with server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.05.17.230139

11.05.23.230743

  • This is the "mesh-prep" project. deployed 2011-05-25
  • 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
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.
  • Fix to allow services to start properly after deployment of new code.

11.05.05.228940

  • This is the "mesh-prep" project. deployed 2011-05-19
  • 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
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.

11.05.05.228940

  • Andrew's "maint-server" project. deployed 2011-05-09
  • Fixed SVC-6951 "Random sim crashes in latest branches"
  • Fixed 2 simulator crashing bugs.
  • Made changes to message logging to be less impactful on simulator performance
  • Removed the physics changes tied to SVC-5880.
    • The fix for this bug was determined to have unintended and adverse reactions.

11.05.03.228703

  • Andrew's "maint-server" project. deployed 2011-05-04
  • Fixed 2 simulator crashing bugs.
  • Made changes to message logging to be less impactful on simulator performance
  • Removed the physics changes tied to SVC-5880.
    • The fix for this bug was determined to have unintended and adverse reactions.

11.04.22.227477

11.04.19.226960

  • Monty's "Fast Assets" project, scheduled 2011-04-20
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.12.226461

11.04.12.226476

  • Monty's "Fast Assets" project, deployed 2011-04-13
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.05.225793

11.04.05.225780

  • Monty's "Fast Assets" project, scheduled 2011-04-06
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.

11.03.29.225234

11.03.22.224766

11.03.16.224235

11.03.15.223994

11.03.08.223072

  • "Estate Transfer Limits" project, scheduled 2011-03-09
  • This project implements adjusted behaviour limiting L$, IM, and object transfer for accounts who are limited to estates.

11.03.01.222364

  • "server-maint" project, deployed 2011-03-02
  • Bugs Fixed
    • SVC-6781: Duplicating old attachments does not copy attachment point/position/rotation info
    • Some people may notice a slight improvement in regions with heavy object creationg/deletion. (Maestro claims he saw his object-creation benchmark speed up from 14 obj/sec to 17 obj/sec. Nothing was changed in object creation, however we did clean up object deletion, and Maestro's benchmark deletes objects as fast as they are created.)
  • merged with Kelly's "mono2-aware" branch. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.02.22.221781

11.02.22.221834

  • "server-maint" project, deployed 2011-02-23
  • Bugs Fixed
    • SVC-6781: Duplicating old attachments does not copy attachment point/position/rotation info
    • Some people may notice a slight improvement in regions with heavy object creationg/deletion. (Maestro claims he saw his object-creation benchmark speed up from 14 obj/sec to 17 obj/sec. Nothing was changed in object creation, however we did clean up object deletion, and Maestro's benchmark deletes objects as fast as they are created.)

11.02.15.221184

  • Update to Maint Server, scheduled 2011-02-15
  • Display Names merged in.
  • Features
    • Threaded Rez will also be making a come-back (last seen here).
      A few non-thread-safe functions were preventing it from being enabled at the original deployment. These have since been fixed.

11.02.08.220626

  • Update to Maint Server, scheduled 2011-02-08
  • Interest List merged in.
  • Features
    • Threaded Rez will also be making a come-back (last seen here).
      A few non-thread-safe functions were preventing it from being enabled at the original deployment. These have since been fixed.

11.02.01.220141

  • "Maint Server" project, deployed 2011-02-02
  • Bugs Fixed
    • SVC-6678: Changing Regions Very fast Causes "No Valid Agent ID"
    • SVC-6723: Scripted and linked objects not behaving properly when crossing parcel boundaries
    • Simulator crash modes fixed

11.01.25.219665

  • Display Names bug fixes, deployed 2011-01-26
  • Bug Fixes

11.01.14.219134

11.01.11.218847

  • "Centrals Supreme" project deployed 2011-01-12
  • Features
    • This is a bundle of a 3 updates to our "central servers." The Centrals, as we call them, are all the various machines that do things besides simulating regions. The three updates are:
      1. Mapserver: a minor update to the machine that generates the region images that you see on the World Map
      2. Inventory API: you may remember that this service was deployed a few weeks ago. We've since had to disable it due to conflicts with older viewers. This deploy is to add a version number to the API capability that the sims hand out, thereby making it only accessible to newer viewers that can properly interact with it. Older viewers will use the legacy inventory protocol that has been on the grid since the dawn of time.
      3. Region Conductor: this is the services that decides which simulator to put regions on. When your region is down, either from a restart, crash, or whatever, the region conductor finds an empty sim to start it up on. The chagnes here are to improve the efficiency of how regions are placed on sims.

10.12.13.216725

  • Released: 2011-01-05
  • Features
    • Running same code as main channel (Second Life Server release notes)
    • Compression feature enabled
      This compresses the data sent between regions when teleporting or crossing region boundaries. During this RC phase, it will only show improvement when going between two Magnum regions.

10.11.30.215699

10.11.09.214391

10.11.09.214282

  • Deployed: 2010-11-10
  • Sims running same code as main channel
  • Using new Inventory API backend-service
  • Bug Fixes
    • SVC-6503: A folder with one or more items currently worn will not show the un-worn items also in that folder

10.11.03.213721

  • Deployed: 2010-11-03
  • Features
    • Enable tcmalloc-1.6 by default to help with memory and performance debugging.
    • Simulator disk operations moved into threads for performance reasons.
    • Inventory Capabilities are enabled.
  • Bug Fixes
    • SVC-583: Five minute wait due to "System Logging You Out" happens every time when wearing scripted attachments.
    • SVC-6399: Online friends not showing online
    • Several stuck presence issues resolved.
    • Several simulator crash fixes.
  • Known Issues
    • SVC-6501: Meta-bug to collect reports of inventory issues with the new Inventory API.
    • SVC-6503: Inventory: folders with many items, and some of those items are worn, don't show the un-worn items.

10.10.25.213029

10.09.21.210146