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		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1175244</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
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		<updated>2012-12-12T22:10:23Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;LinkSets options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;Characters options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;View/Test options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1745 MAINT-1745]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the viewer relating to LLLoginInstance and constructAuthParams&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2071 MAINT-2071]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2072 MAINT-2072]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2073 MAINT-2073]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2074 MAINT-2074]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2075 MAINT-2075] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2076 MAINT-2076]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | The navmesh starts blinking on empty regions while &#039;Movables only&#039; and &#039;Navmesh&#039; checkboxes are checked in View/test floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2093 MAINT-2093]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Navmesh objects disappear in &#039;Movables only&#039; view while user turning around&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2094 MAINT-2094]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [BetaBreakers] - Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 laptop with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1175173</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1175173"/>
		<updated>2012-12-10T23:59:50Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;LinkSets options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;Characters options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;View/Test options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1745 MAINT-1745]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the viewer relating to LLLoginInstance and constructAuthParams&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2071 MAINT-2071]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2072 MAINT-2072]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2073 MAINT-2073]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2074 MAINT-2074]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2075 MAINT-2075] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-2076 MAINT-2076]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | The navmesh starts blinking on empty regions while &#039;Movables only&#039; and &#039;Navmesh&#039; checkboxes are checked in View/test floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1174494</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1174494"/>
		<updated>2012-11-14T21:42:02Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;LinkSets options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;Characters options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;View/Test options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1745 MAINT-1745]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the viewer relating to LLLoginInstance and constructAuthParams&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1173328</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1173328"/>
		<updated>2012-10-11T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;LinkSets options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;Characters options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters. It can be initiated using the Build-&amp;gt;Pathfinding-&amp;gt;View/Test options in the viewer menu.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172891</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172891"/>
		<updated>2012-09-25T01:04:35Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Issues Fixed during Beta ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1561 MAINT-1561]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/BUG-86 BUG-86]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Pendulum motion is incorrect after world view is out of focus&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264785)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-880 PATH-880]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-189 PATHBUG-189]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Characters Waking Sideways and Backwards&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264785)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172721</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172721"/>
		<updated>2012-09-17T18:12:21Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1561 MAINT-1561]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/BUG-86 BUG-86]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Pendulum motion is incorrect after world view is out of focus&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264785)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-880 PATH-880]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-189 PATHBUG-189]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Characters Waking Sideways and Backwards&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264785)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172672</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172672"/>
		<updated>2012-09-14T22:44:31Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1561 MAINT-1561] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/BUG-86 BUG-86]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Pendulum motion is incorrect after world view is out of focus&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-880 PATH-880] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-189 PATHBUG-189]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Characters Waking Sideways and Backwards&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172640</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172640"/>
		<updated>2012-09-13T21:20:49Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1561 MAINT-1561] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/BUG-86 BUG-86]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Pendulum motion is incorrect after world view is out of focus&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172615</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172615"/>
		<updated>2012-09-12T19:45:04Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is Scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172614</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172614"/>
		<updated>2012-09-12T19:44:36Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Whether the object is scripted&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172613</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172613"/>
		<updated>2012-09-12T19:43:39Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-3.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Linksets-floater-3.png&amp;diff=1172612</id>
		<title>File:Linksets-floater-3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Linksets-floater-3.png&amp;diff=1172612"/>
		<updated>2012-09-12T19:42:54Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172609</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172609"/>
		<updated>2012-09-12T18:40:07Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;llSetRot does not clear TargetOmega rotation&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-864 PATH-864]&amp;lt;/del&amp;gt; &amp;lt;br&amp;gt; &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Allow the Linkset floater to shrink smaller than actually&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (264601)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172514</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1172514"/>
		<updated>2012-09-08T00:17:03Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1480 MAINT-1480] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29562 VWR-29562]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | llSetRot does not clear TargetOmega rotation&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1506 MAINT-1506] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29644 VWR-29644]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Keyframe Motion leads the Second Life Beta Viewer - version 3.4.0 (264194) to unexpected results. &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171961</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171961"/>
		<updated>2012-08-23T00:14:31Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-857 PATH-857] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29500 VWR-29500]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Shadows not operational under Second Life Beta 3.4.0.262596&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac OS X 10.7.4 with ATI Radeon X1600 OpenGL Engine video card &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171960</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171960"/>
		<updated>2012-08-23T00:10:02Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-851 PATH-851]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to LLLoginInstance&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171955</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171955"/>
		<updated>2012-08-22T23:01:52Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171954</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171954"/>
		<updated>2012-08-22T23:00:49Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171953</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171953"/>
		<updated>2012-08-22T22:56:19Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-864 PATH-864] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-184 PATHBUG-184]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Allow the Linkset floater to shrink smaller than actually&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171950</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171950"/>
		<updated>2012-08-22T22:03:00Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Texture repeats/meter reset before you can click Apply button&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Changes in Preferences dialog stops work of Pathfinding View/Test functionality&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (262596)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-849 PATH-849]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Crash in the beta viewer relating to pathfinding&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-852 PATH-852]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Custom cursors fail on mac and linux&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-854 PATH-854]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Add support in the viewer to display the Scripted column on the linksets floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-856 PATH-856]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171949</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171949"/>
		<updated>2012-08-22T21:33:08Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;300&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;550&amp;quot; | Hardware&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | Fixed in Version&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;&amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | 3.4.0 (263727)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Texture repeats/meter reset before you can click Apply button&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-849 PATH-849]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to pathfinding&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-852 PATH-852]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Custom cursors fail on mac and linux&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-854 PATH-854]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Add support in the viewer to display the Scripted column on the linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-856 PATH-856]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171676</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171676"/>
		<updated>2012-08-16T20:44:58Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1414 MAINT-1414] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29497 VWR-29497]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | User is not able to specify color of object with unchecked &#039;Apply now&#039; chechbox&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Texture repeats/meter reset before you can click Apply button&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-849 PATH-849]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to pathfinding&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-852 PATH-852]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Custom cursors fail on mac and linux&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-854 PATH-854]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Add support in the viewer to display the Scripted column on the linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-856 PATH-856]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171649</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171649"/>
		<updated>2012-08-15T02:49:23Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1413 MAINT-1413] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29491 VWR-29491]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;quot;Weights Of Selected&amp;quot; never gives any results after pathfinding tools were merged in.&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1425 MAINT-1425]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | viewer spams the log with &amp;quot;LLViewerParcelMgr::requestParcelMediaURLFilter: can&#039;t get ParcelMediaURLFilterList cap&amp;quot; while editing an object &lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1426 MAINT-1426]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Texture repeats/meter reset before you can click Apply button&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-849 PATH-849]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to pathfinding&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-852 PATH-852]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Custom cursors fail on mac and linux&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-854 PATH-854]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Add support in the viewer to display the Scripted column on the linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-856 PATH-856]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171646</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171646"/>
		<updated>2012-08-15T01:18:20Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-849 PATH-849]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Crash in the beta viewer relating to pathfinding&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-852 PATH-852]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Custom cursors fail on mac and linux&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-854 PATH-854]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Add support in the viewer to display the Scripted column on the linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-856 PATH-856]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | As a user, I want to see a notification when I am toggling the phantom flag on a linkset through the Pathfinding Linkset floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Pathfinding_alpha&amp;diff=1171558</id>
		<title>Template:Pathfinding alpha</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Pathfinding_alpha&amp;diff=1171558"/>
		<updated>2012-08-10T20:43:33Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pathfinding]]{{#vardefine:moded|fr{{#var:moded}}}}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Viewerhelp:Pathfinding_linksets&amp;diff=1171449</id>
		<title>Viewerhelp:Pathfinding linksets</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Viewerhelp:Pathfinding_linksets&amp;diff=1171449"/>
		<updated>2012-08-07T02:18:11Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Filter by&#039;&#039;&#039;:&lt;br /&gt;
{{UIgroup|&lt;br /&gt;
{{UIref| Filter by Name | Enter text by which to filter the linkset list based on Name attribute. }}&lt;br /&gt;
{{UIref| Filter by Description  | Enter text by which to filter the linkset based on the Description attribute.}}&lt;br /&gt;
{{UIref| Filter by linkset use...  | Click to display only the linksets that match selected use.}}&lt;br /&gt;
{{UIref| Apply | Click to apply the filters to the linkset list.}}&lt;br /&gt;
{{UIref| Clear | Click to clear the filters and return the linkset list back to the original un-filtered contents.}}&lt;br /&gt;
}}&lt;br /&gt;
{{UIref| Refresh list | Click to refresh the linkset list from the server.  Use after you add or delete a linkset inworld.}}&lt;br /&gt;
{{UIref| Select all | Click to select all linksets in the list.}}&lt;br /&gt;
{{UIref| Select none  | Click to deselect all selected linksets in the list.}}&lt;br /&gt;
{{UIref| Show Beacon  | Select to display a beacon indicating the inworld location of each selected linkset.  Use to locate hard-to-find or invisible linksets in the region. }}&lt;br /&gt;
{{UIref| Take | Click to take the selected linkset(s) into  your inventory.}}&lt;br /&gt;
{{UIref| Take Copy  | Click to take a copy of the selected linkset(s) into your inventory.}}&lt;br /&gt;
{{UIref| Teleport Me To It  | Teleports you to the selected linkset.  Useful to find faraway  linksets.  &amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt; this button is only enabled when you have selected one linkset.}}&lt;br /&gt;
{{UIref| Return  | Click to returns the selected linkset(s) to the owner&#039;s inventory.}}&lt;br /&gt;
{{UIref| Delete | Click to delete the selected linkset(s) from the region.}}&lt;br /&gt;
{{UIref| Choose Linkset Use  | Change the linkset use attribute of the selected linkset(s).}}&lt;br /&gt;
{{UIref| Walkability Coefficients | Enter individual walkability coefficients for each character type (A, B, C, D).&lt;br /&gt;
&lt;br /&gt;
Walkability coefficients range from 0% to 100% to determine the influence the effect the linkset has on a character&#039;s speed while the character is traversing across the linkset object.&lt;br /&gt;
&lt;br /&gt;
For example, a linkset with Walkability Coefficient of 50% for character type A will cause characters of type A to reduce their speed by half while the character is traversing the object.}}&lt;br /&gt;
{{UIref| Apply Changes | Click to apply changes to the selected linkset(s) use type and/or walkability coefficients.}}&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
* For linksets with use fields marked as &amp;quot;[restricted]&amp;quot;, only certain linkset use modes are available.  This restriction is the result of the object not having modifiable permission enabled for the user.&lt;br /&gt;
&lt;br /&gt;
* For linksets with use fields marked as &amp;quot;[concave]&amp;quot;, the linkset use modes for Material Volume and Exclusion Volume are not available.  This restriction is the result of the shape object not being convex.  All pathfinding volumes &#039;&#039;&#039;must&#039;&#039;&#039; be convex.&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;[Terrain]&amp;quot; linkset is available to be viewed and edited by the estate managers only.  Additionally, while the walkability coefficients for the &amp;quot;[Terrain]&amp;quot; linkset are modifiable by estate managers, the Linkset Use field of &amp;quot;[Terrain]&amp;quot; linkset is not modifiable by anyone and will always be &amp;quot;Walkable&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171447</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171447"/>
		<updated>2012-08-07T02:12:03Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Six new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
* additional simulator metrics on the Statistics floater &lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171446</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171446"/>
		<updated>2012-08-07T02:11:08Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Additional statics on the Statistics floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional simulator metrics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator metrics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171445</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171445"/>
		<updated>2012-08-07T02:10:31Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Additional statics on the Simulator Statistics floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional statics on the Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator statistics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171444</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171444"/>
		<updated>2012-08-07T02:09:50Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Pathfinding UI Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Additional statics on the Simulator Statistics floater ===&lt;br /&gt;
&lt;br /&gt;
For advanced users, additional simulator statistics have been added to the Statistics floater.  The Statistics floater, available from the main menu Advanced &amp;amp;gt; Performance Tools &amp;amp;gt; Statistics Bar, has the following 3 additional fields reporting statistics from the simulator regarding pathfinding activity:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AI Step Time&#039;&#039;&#039; - The average time spent during each frame computing character AI events.&lt;br /&gt;
* &#039;&#039;&#039;Skipped Silhouette Steps&#039;&#039;&#039; - The number of steps that are skipped per second in computing the influence of objects of type &#039;&#039;Movable Obstacles&#039;&#039; on the navmesh.  A high value here means that objects on the region are marked as &#039;&#039;Movable Obstacles&#039;&#039; and could be contributing to improper pathfinding behavior on the region.  To lower this value, set all objects that do not move to either type &#039;&#039;Walkable&#039;&#039; or &#039;&#039;Static Obstacle&#039;&#039;, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].&lt;br /&gt;
* &#039;&#039;&#039;Characters Updated&#039;&#039;&#039; - The average percentage of characters updated during each frame.  A low value here means that character AI computations are taking too long during each frame, and thus some character updates are skipped during subsequent frames.  This could be contributing to improper pathfinding behavior on the region.  To increase this value, decrease the number of characters on the region, and optimize any &#039;&#039;Movable Obstacle&#039;&#039; shapes to meet the [[Good_Building_Practices|Good Building Practices Guide]].  Note that the Pathfinding Characters floater (described below) may also be used to determine which characters on the region are contributing the most to the region&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathfinding-stats-2.png|alt=Simulator Statistics floater with additional pathfinding statistics|Simulator Statistics floater with additional pathfinding statistics]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Pathfinding-stats-2.png&amp;diff=1171443</id>
		<title>File:Pathfinding-stats-2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Pathfinding-stats-2.png&amp;diff=1171443"/>
		<updated>2012-08-07T02:06:21Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Pathfinding-stats-1.png&amp;diff=1171442</id>
		<title>File:Pathfinding-stats-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Pathfinding-stats-1.png&amp;diff=1171442"/>
		<updated>2012-08-07T01:38:37Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171439</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171439"/>
		<updated>2012-08-07T01:00:30Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;130&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/PATHBUG-174 PATHBUG-174]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-842 PATH-842] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/VWR-29431 VWR-29431] &amp;lt;br&amp;gt; [https://jira.secondlife.com/browse/MAINT-1362 MAINT-1362]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | TargetOmega object&#039;s rotation resets if it changes color in 3.4.0 (262596) Beta&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Linden_Lab_Official:Alternate_Viewers&amp;diff=1171343</id>
		<title>Linden Lab Official:Alternate Viewers</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Linden_Lab_Official:Alternate_Viewers&amp;diff=1171343"/>
		<updated>2012-08-01T23:19:40Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Pathfinding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OS License Nav}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What is an alternate viewer? ==&lt;br /&gt;
The primary viewer for Second Life is the official Second Life Viewer, available on the main [http://secondlife.com/support/downloads/ Second Life Downloads] page.   That page also links to the latest beta, the version next in line to become the next released Viewer.&lt;br /&gt;
&lt;br /&gt;
The viewers below provide alternate means of accessing Second Life.  &lt;br /&gt;
&lt;br /&gt;
{{KBnote|If you experience problems using any of the viewers below, you may be asked to try to replicate the problem using the officially supported SL Viewer release.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Second Life Project Viewers ==&lt;br /&gt;
A Second Life [[Viewer_Types|Project Viewer]] is an early release from a Viewer development team that provides a preview of one or more new features.  See the linked project pages for the status of the feature and instructions on how to provide feedback based on your use of the feature.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HTTP===&lt;br /&gt;
&lt;br /&gt;
{{ProjectViewer|NEW! July 27, 2012  -  HTTP|The start of a unified approach to HTTP-based communications between the viewer and grid services with a goal of achieving reliability, consistency and a better overall experience on the grid.&lt;br /&gt;
|windows=http://download.cloud.secondlife.com/project-viewers/viewer-http/Second_Life_3-3-3-262585_ProjectViewer-viewer-http_Setup.exe&lt;br /&gt;
|macintosh=http://download.cloud.secondlife.com/project-viewers/viewer-http/SecondLife_3_3_3_262585_PROJECTVIEWER-VIEWER-HTTP.dmg&lt;br /&gt;
|linux=http://download.cloud.secondlife.com/project-viewers/viewer-http/SecondLife-i686-3.3.3.262585.tar.bz2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Pathfinding===&lt;br /&gt;
&lt;br /&gt;
{{KBwarning | Pathfinding functionality has been included in version 3.4.0 (262596) or later versions of the &#039;&#039;&#039;Second Life Beta Viewer&#039;&#039;&#039; available through the [http://secondlife.com/support/downloads/ Downloads page].  The Beta Viewer contains the most recent pathfinding functionality. }}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{KBnote|width=90%|Use of the Pathfinding feature may currently be restricted to specific regions and may not be accessible via most regions.  More information will be here soon!}}&lt;br /&gt;
{{ProjectViewer|UPDATED! June 26th, 2012  -  Pathfinding|&lt;br /&gt;
Pathfinding is awesome.  Go have fun!  For more information, please read these FAQ pages. [http://wiki.secondlife.com/wiki/Pathfinding_in_Second_Life General Info] and [http://wiki.secondlife.com/wiki/Pathfinding_Tools_in_the_Second_Life_Viewer Viewer Info].&lt;br /&gt;
|windows=http://download.cloud.secondlife.com/project-viewers/pathfinding/Second_Life_3-3-3-260597_ProjectViewer-Pathfinding_Setup.exe&lt;br /&gt;
|macintosh=http://download.cloud.secondlife.com/project-viewers/pathfinding/SecondLife_3_3_3_260597_PROJECTVIEWER-PATHFINDING.dmg&lt;br /&gt;
|linux=http://download.cloud.secondlife.com/project-viewers/pathfinding/SecondLife-i686-3.3.3.260597.tar.bz2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Simple Inventory===&lt;br /&gt;
&lt;br /&gt;
{{ProjectViewer|NEW! January 20, 2012  -  Simple Inventory|&lt;br /&gt;
Simple Inventory provides a cleaner, less cluttered user interface for the most common Inventory management operations, such as wear, unwear, move, rename, delete, and create new folders. It is also designed to use less memory and fetch fewer items, making it faster to perform those simple operations.  For more information, please see the [http://wiki.secondlife.com/wiki/Simple_Inventory Simple Inventory wiki page].&lt;br /&gt;
|windows=http://download.cloud.secondlife.com/project-viewers/simple-inventory/Second_Life_3-2-8-248008_ProjectViewer-SimpleInventory_Setup.exe&lt;br /&gt;
|macintosh=http://download.cloud.secondlife.com/project-viewers/simple-inventory/SecondLife_3_2_8_248008_PROJECTVIEWER-SIMPLEINVENTORY.dmg&lt;br /&gt;
|linux=http://download.cloud.secondlife.com/project-viewers/simple-inventory/SecondLife-i686-3.2.8.248008.tar.bz2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Second Life Development Viewer ==&lt;br /&gt;
The Second Life Development Viewer is the very latest build of features and fixes that are on the way to being in the next Beta release.  Every build of the [http://hg.secondlife.com/viewer-development main development tree] is made available for you to try as soon as it&#039;s built. The [[Snowstorm Project]] page has information on the process of creating these builds and how you can contribute to them as either a developer or a tester.&lt;br /&gt;
&lt;br /&gt;
{{ViewerDevelopmentInstallers|showdetails=0}}&lt;br /&gt;
&lt;br /&gt;
== Third-Party Viewers ==&lt;br /&gt;
Many Second Life developers, outside of Linden Lab, offer customized Second Life viewers. Please note that Linden Lab does not support third-party viewers.   &lt;br /&gt;
       &lt;br /&gt;
See [[Third Party Viewer Directory]] for a listing of third-party viewers created by developers who have certified that they comply with the [http://secondlife.com/corporate/tpv.php Policy on Third Party Viewers].&lt;br /&gt;
&lt;br /&gt;
Detailed information about many viewers in the Third Party Viewer Directory may be found in the Resident-maintained [[Downloads#non-linden|Downloads]] article.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Public_Beta&amp;diff=1171342</id>
		<title>Pathfinding Public Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Public_Beta&amp;diff=1171342"/>
		<updated>2012-08-01T23:11:39Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Pathfinding Project Viewer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
We are opening up the Pathfinding project to the public on the main grid AGNI. You can get involved and help us make this project better.&lt;br /&gt;
&lt;br /&gt;
== What is Pathfinding ==&lt;br /&gt;
Pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats in a haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects).&lt;br /&gt;
* [[Pathfinding_in_Second_Life]]&lt;br /&gt;
&lt;br /&gt;
== Where can I test Pathfinding ==&lt;br /&gt;
We have 4 public sandbox testing regions on the main grid. You are welcome to use them to test the pathfinding features. The Snack regions are available to members of the group &amp;quot;Second Life Beta&amp;quot;. Please join this group: http://world.secondlife.com/group/19657888-576f-83e9-2580-7c3da7c0e4ca . The other regions are open access.&lt;br /&gt;
&lt;br /&gt;
# Snack Sandbox 1&lt;br /&gt;
#* http://slurl.com/secondlife/Snack%20Sandbox%201/128/128/25&lt;br /&gt;
# Snack Sandbox 2&lt;br /&gt;
#* http://slurl.com/secondlife/Snack%20Sandbox%202/128/128/25&lt;br /&gt;
# Snack Sandbox 3&lt;br /&gt;
#* http://slurl.com/secondlife/Snack%20Sandbox%203/128/128/25&lt;br /&gt;
# Snack Sandbox 4&lt;br /&gt;
#* http://slurl.com/secondlife/Snack%20Sandbox%204/128/128/25&lt;br /&gt;
#Limia&lt;br /&gt;
#* http://slurl.com/secondlife/Limia/128/128/25&lt;br /&gt;
#Arowana&lt;br /&gt;
#* http://slurl.com/secondlife/Arowana/128/128/25&lt;br /&gt;
#Sandbox Astutula&lt;br /&gt;
#* http://slurl.com/secondlife/Sandbox%20Astutula/128/128/25&lt;br /&gt;
#Sandbox Exemplar&lt;br /&gt;
#* http://slurl.com/secondlife/Sandbox%20Exemplar/128/128/25&lt;br /&gt;
#Sandbox Pristina&lt;br /&gt;
#* http://slurl.com/secondlife/Sandbox%20Pristina/128/128/25&lt;br /&gt;
#Sandbox Verenda&lt;br /&gt;
#* http://slurl.com/secondlife/Sandbox%20Verenda/128/128/25&lt;br /&gt;
#Fuchsia&lt;br /&gt;
#* http://slurl.com/secondlife/Fuchsia/128/128/25&lt;br /&gt;
#Pepin&lt;br /&gt;
#* http://slurl.com/secondlife/Pepin/128/128/25&lt;br /&gt;
#Lime&lt;br /&gt;
#* http://slurl.com/secondlife/Lime/128/128/25&lt;br /&gt;
#Plum&lt;br /&gt;
#* http://slurl.com/secondlife/Plum/128/128/25&lt;br /&gt;
#Harvey&lt;br /&gt;
#* http://slurl.com/secondlife/Harvey/128/128/25&lt;br /&gt;
&lt;br /&gt;
== Viewer with Pathfinding Functionality ==&lt;br /&gt;
* Pathfinding functionality has been included in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; available under the &amp;quot;Other Viewers&amp;quot; section on [http://secondlife.com/support/downloads/ Downloads page].&lt;br /&gt;
&lt;br /&gt;
== How to report bugs and suggest features ==&lt;br /&gt;
Use JIRA to report bugs and suggest features in the PATHBUG JIRA project: https://jira.secondlife.com/browse/PATHBUG&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
* [[Pathfinding_Tools_in_the_Second_Life_Viewer]]&lt;br /&gt;
* [[Pathfinding_LSL_functions]]&lt;br /&gt;
* [[Pathfinding/Alpha_release_notes]]&lt;br /&gt;
* [[Pathfinding_in_Second_Life#User_group|Pathfinding User Group Details]]&lt;br /&gt;
&lt;br /&gt;
== Can I get my own region on Pathfinding? ==&lt;br /&gt;
More than likely you can!&lt;br /&gt;
* If you have a full region that you own you can apply to have the region added to the public beta&lt;br /&gt;
* email pathfinding-beta@lindenlab.com&lt;br /&gt;
* Include your account name and region you want added to the beta.&lt;br /&gt;
* Please email from the email address on your account&lt;br /&gt;
* We will follow up with you in email.&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Release_Notes/Second_Life_RC_Magnum/12&amp;diff=1171338</id>
		<title>Release Notes/Second Life RC Magnum/12</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Release_Notes/Second_Life_RC_Magnum/12&amp;diff=1171338"/>
		<updated>2012-08-01T22:55:42Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* 12.07.31.262785 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
=== 12.07.31.262785 ===&lt;br /&gt;
* This is the Pathfinding Project.&lt;br /&gt;
** Scheduled 2012-07-31&lt;br /&gt;
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding&lt;br /&gt;
** Pathfinding viewer here: [http://secondlife.com/support/downloads/ SL Viewer Downloads] with beta viewer version 3.4.0 (262596) or later.&lt;br /&gt;
* &#039;&#039;&#039;Features and Changes&#039;&#039;&#039;&lt;br /&gt;
** Havok&#039;s AI library has been added so that navigation meta data for an entire region can be computed.  This data is called the &amp;quot;navmesh&amp;quot;.&lt;br /&gt;
** SL objects can be turned into &amp;quot;characters&amp;quot; which use the navmesh to navigate the world and avoid obstacles.&lt;br /&gt;
*** New LSL calls have been added to create/update/delete character behavior.&lt;br /&gt;
*** Characters cannot be used as attachments.&lt;br /&gt;
*** Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.&lt;br /&gt;
** Not all objects in the world contribute to the navmesh calculations.&lt;br /&gt;
*** The terrain always contributes&lt;br /&gt;
*** By default objects are ignored for the navmesh calculations.&lt;br /&gt;
*** Objects may be flagged to modify the navmesh calculations in one of 4 ways:&lt;br /&gt;
**** &amp;quot;Walkable&amp;quot; objects add navigable zones to the navmesh.&lt;br /&gt;
**** &amp;quot;Static Obstacle&amp;quot; objects cannot be navigated, and create a hole in the nav mesh&lt;br /&gt;
**** &amp;quot;Exclusion Volume&amp;quot; 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)&lt;br /&gt;
**** &amp;quot;Material Volume&amp;quot; objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh&lt;br /&gt;
**** Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character&lt;br /&gt;
*** Objects that contribute to the navmesh have special restrictions:&lt;br /&gt;
**** 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)&lt;br /&gt;
**** 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.&lt;br /&gt;
**** 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.&lt;br /&gt;
*** 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.&lt;br /&gt;
*** The beta viewer [version 3.4.0 (262596) or later] can be used to modify the pathfinding settings in a region: [http://secondlife.com/support/downloads/ SL Viewer Downloads]&lt;br /&gt;
*** Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.&lt;br /&gt;
** The collision pipeline has been reorganized.  This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.&lt;br /&gt;
** The terrain collision shape has been changed from a &amp;quot;heightfield&amp;quot; to a &amp;quot;mesh&amp;quot; to provide more efficient collisions, ray-trace, and navmesh computations.&lt;br /&gt;
*** This may change some collision details.  In particular see the &amp;quot;Known Issues&amp;quot; list below.&lt;br /&gt;
*** When changing the terrain its visible appearance will update immediately, but its collision shape will not.  &lt;br /&gt;
*** 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.&lt;br /&gt;
*** Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.&lt;br /&gt;
** Fix for {{jira|PATHBUG-77}} &amp;quot;[[llCastRay]] returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted&amp;quot;&lt;br /&gt;
** Avatars which are sitting on an object can no longer freeze it by selecting it, if they don&#039;t have permission to freeze it while standing.&lt;br /&gt;
** More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages&lt;br /&gt;
* Changed prim accounting for legacy prims which use the new accounting system&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.06.23.260473|12.06.23.260473 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-122}} Ground Sit in a pathfinding region causes appearance to not match real location&lt;br /&gt;
** {{jira|SVC-8023}} Sim crossings by objects is broken&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.06.261281|12.07.06.261281 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-165}} Avatars become phantom after sitting on phantom objects &lt;br /&gt;
** {{jira|PATHBUG-164}} Physics shape updates are slow sometimes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.18.262060|12.07.18.262060 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-163}} On attachments, [[PRIM_SIZE]] causes [[PRIM_POS_LOCAL]] and [[PRIM_POSITION]] to be ignored&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.24.262484|12.07.24.262484 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-166}} Avatar Physics Broken - Magnum Version 262484 (Done today)&lt;br /&gt;
** {{jira|PATHBUG-167}} llApplyImpulse and llPushObject does not work properly on Magnum servers, when pushing avatars rapidly&lt;br /&gt;
** {{jira|PATH-835}} copying an object with shift drag does not copy the custom physics&lt;br /&gt;
** {{jira|PATH-809}} User is not able to change phantom concave prim&#039;s attribute to &amp;quot;Walkable&amp;quot; or &amp;quot;Static obstacle&amp;quot; value&lt;br /&gt;
** {{jira|PATHBUG-175}} Viewer looses track of adjacent region on high altitudes&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.24.262437&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
** 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&lt;br /&gt;
** Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)&lt;br /&gt;
** Certain small physical objects can fall through the terrain surface&lt;br /&gt;
** After the terrain is edited, the physics engine several needs to &#039;rebake&#039; the terrain to reflect the new shape, due to the new physics modeling system.&lt;br /&gt;
** {{jira|SVC-8048}} vehicles being very iratic and jittery on magnum regions&lt;br /&gt;
** {{jira|PATHBUG-156}} Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version&lt;br /&gt;
** {{jira|PATH-796}} Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.&lt;br /&gt;
** {{jira|PATH-794}} some parcel operations can clear &amp;quot;no object entry&amp;quot; settings without flagging the navmesh for update&lt;br /&gt;
** {{jira|PATH-787}} navmesh can stitch up no-object-entry parcels across region boundaries&lt;br /&gt;
** {{jira|PATH-784}} Editing the shape parameters of [[PRIM_PHYSICS_SHAPE_NONE|PHYSICS_SHAPE_TYPE_NONE]] child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty&lt;br /&gt;
** {{jira|PATH-651}} Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled&lt;br /&gt;
** {{jira|PATH-630}} [[llSetLocalRot]]() fails in the root prims of characters&lt;br /&gt;
** {{jira|PATH-538}} Character [[llGetMass|mass]] as reported by LSL scripts is bogus&lt;br /&gt;
** {{jira|PATH-536}} The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.&lt;br /&gt;
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on&lt;br /&gt;
** {{jira|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]]&lt;br /&gt;
&lt;br /&gt;
=== 12.07.24.262484 ===&lt;br /&gt;
* This is the Pathfinding Project.&lt;br /&gt;
** Scheduled 2012-07-25&lt;br /&gt;
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding&lt;br /&gt;
** Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding&lt;br /&gt;
* &#039;&#039;&#039;Features and Changes&#039;&#039;&#039;&lt;br /&gt;
** Havok&#039;s AI library has been added so that navigation meta data for an entire region can be computed.  This data is called the &amp;quot;navmesh&amp;quot;.&lt;br /&gt;
** SL objects can be turned into &amp;quot;characters&amp;quot; which use the navmesh to navigate the world and avoid obstacles.&lt;br /&gt;
*** New LSL calls have been added to create/update/delete character behavior.&lt;br /&gt;
*** Characters cannot be used as attachments.&lt;br /&gt;
*** Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.&lt;br /&gt;
** Not all objects in the world contribute to the navmesh calculations.&lt;br /&gt;
*** The terrain always contributes&lt;br /&gt;
*** By default objects are ignored for the navmesh calculations.&lt;br /&gt;
*** Objects may be flagged to modify the navmesh calculations in one of 4 ways:&lt;br /&gt;
**** &amp;quot;Walkable&amp;quot; objects add navigable zones to the navmesh.&lt;br /&gt;
**** &amp;quot;Static Obstacle&amp;quot; objects cannot be navigated, and create a hole in the nav mesh&lt;br /&gt;
**** &amp;quot;Exclusion Volume&amp;quot; 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)&lt;br /&gt;
**** &amp;quot;Material Volume&amp;quot; objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh&lt;br /&gt;
**** Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character&lt;br /&gt;
*** Objects that contribute to the navmesh have special restrictions:&lt;br /&gt;
**** 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)&lt;br /&gt;
**** 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.&lt;br /&gt;
**** 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.&lt;br /&gt;
*** 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.&lt;br /&gt;
*** 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 &lt;br /&gt;
*** Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.&lt;br /&gt;
** The collision pipeline has been reorganized.  This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.&lt;br /&gt;
** The terrain collision shape has been changed from a &amp;quot;heightfield&amp;quot; to a &amp;quot;mesh&amp;quot; to provide more efficient collisions, ray-trace, and navmesh computations.&lt;br /&gt;
*** This may change some collision details.  In particular see the &amp;quot;Known Issues&amp;quot; list below.&lt;br /&gt;
*** When changing the terrain its visible appearance will update immediately, but its collision shape will not.  &lt;br /&gt;
*** 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.&lt;br /&gt;
*** Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.&lt;br /&gt;
** Fix for {{jira|PATHBUG-77}} &amp;quot;[[llCastRay]] returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted&amp;quot;&lt;br /&gt;
** Avatars which are sitting on an object can no longer freeze it by selecting it, if they don&#039;t have permission to freeze it while standing.&lt;br /&gt;
** More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages&lt;br /&gt;
* Changed prim accounting for legacy prims which use the new accounting system&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.06.23.260473|12.06.23.260473 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-122}} Ground Sit in a pathfinding region causes appearance to not match real location&lt;br /&gt;
** {{jira|SVC-8023}} Sim crossings by objects is broken&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.06.261281|12.07.06.261281 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-165}} Avatars become phantom after sitting on phantom objects &lt;br /&gt;
** {{jira|PATHBUG-164}} Physics shape updates are slow sometimes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.18.262060|12.07.18.262060 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-163}} On attachments, [[PRIM_SIZE]] causes [[PRIM_POS_LOCAL]] and [[PRIM_POSITION]] to be ignored&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
** 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&lt;br /&gt;
** Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)&lt;br /&gt;
** Certain small physical objects can fall through the terrain surface&lt;br /&gt;
** After the terrain is edited, the physics engine several needs to &#039;rebake&#039; the terrain to reflect the new shape, due to the new physics modeling system.&lt;br /&gt;
** {{jira|SVC-8048}} vehicles being very iratic and jittery on magnum regions&lt;br /&gt;
** {{jira|PATHBUG-156}} Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version&lt;br /&gt;
** {{jira|PATH-796}} Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.&lt;br /&gt;
** {{jira|PATH-794}} some parcel operations can clear &amp;quot;no object entry&amp;quot; settings without flagging the navmesh for update&lt;br /&gt;
** {{jira|PATH-787}} navmesh can stitch up no-object-entry parcels across region boundaries&lt;br /&gt;
** {{jira|PATH-784}} Editing the shape parameters of [[PRIM_PHYSICS_SHAPE_NONE|PHYSICS_SHAPE_TYPE_NONE]] child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty&lt;br /&gt;
** {{jira|PATH-651}} Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled&lt;br /&gt;
** {{jira|PATH-630}} [[llSetLocalRot]]() fails in the root prims of characters&lt;br /&gt;
** {{jira|PATH-538}} Character [[llGetMass|mass]] as reported by LSL scripts is bogus&lt;br /&gt;
** {{jira|PATH-536}} The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.&lt;br /&gt;
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on&lt;br /&gt;
** {{jira|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]]&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.18.262055&lt;br /&gt;
&lt;br /&gt;
=== 12.07.18.262060 ===&lt;br /&gt;
* This is the Pathfinding Project.&lt;br /&gt;
** Scheduled 2012-07-18&lt;br /&gt;
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding&lt;br /&gt;
** Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding&lt;br /&gt;
* &#039;&#039;&#039;Features and Changes&#039;&#039;&#039;&lt;br /&gt;
** Havok&#039;s AI library has been added so that navigation meta data for an entire region can be computed.  This data is called the &amp;quot;navmesh&amp;quot;.&lt;br /&gt;
** SL objects can be turned into &amp;quot;characters&amp;quot; which use the navmesh to navigate the world and avoid obstacles.&lt;br /&gt;
*** New LSL calls have been added to create/update/delete character behavior.&lt;br /&gt;
*** Characters cannot be used as attachments.&lt;br /&gt;
*** Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.&lt;br /&gt;
** Not all objects in the world contribute to the navmesh calculations.&lt;br /&gt;
*** The terrain always contributes&lt;br /&gt;
*** By default objects are ignored for the navmesh calculations.&lt;br /&gt;
*** Objects may be flagged to modify the navmesh calculations in one of 4 ways:&lt;br /&gt;
**** &amp;quot;Walkable&amp;quot; objects add navigable zones to the navmesh.&lt;br /&gt;
**** &amp;quot;Static Obstacle&amp;quot; objects cannot be navigated, and create a hole in the nav mesh&lt;br /&gt;
**** &amp;quot;Exclusion Volume&amp;quot; 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)&lt;br /&gt;
**** &amp;quot;Material Volume&amp;quot; objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh&lt;br /&gt;
**** Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character&lt;br /&gt;
*** Objects that contribute to the navmesh have special restrictions:&lt;br /&gt;
**** 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)&lt;br /&gt;
**** 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.&lt;br /&gt;
**** 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.&lt;br /&gt;
*** 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.&lt;br /&gt;
*** 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 &lt;br /&gt;
*** Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.&lt;br /&gt;
** The collision pipeline has been reorganized.  This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.&lt;br /&gt;
** The terrain collision shape has been changed from a &amp;quot;heightfield&amp;quot; to a &amp;quot;mesh&amp;quot; to provide more efficient collisions, ray-trace, and navmesh computations.&lt;br /&gt;
*** This may change some collision details.  In particular see the &amp;quot;Known Issues&amp;quot; list below.&lt;br /&gt;
*** When changing the terrain its visible appearance will update immediately, but its collision shape will not.  &lt;br /&gt;
*** 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.&lt;br /&gt;
*** Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.&lt;br /&gt;
** Fix for {{jira|PATHBUG-77}} &amp;quot;[[llCastRay]] returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted&amp;quot;&lt;br /&gt;
** Avatars which are sitting on an object can no longer freeze it by selecting it, if they don&#039;t have permission to freeze it while standing.&lt;br /&gt;
** More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages&lt;br /&gt;
* Changed prim accounting for legacy prims which use the new accounting system&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.06.23.260473|12.06.23.260473 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-122}} Ground Sit in a pathfinding region causes appearance to not match real location&lt;br /&gt;
** {{jira|SVC-8023}} Sim crossings by objects is broken&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.07.06.261281|12.07.06.261281 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-165}} Avatars become phantom after sitting on phantom objects &lt;br /&gt;
** {{jira|PATHBUG-164}} Physics shape updates are slow sometimes&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
** 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&lt;br /&gt;
** Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)&lt;br /&gt;
** Certain small physical objects can fall through the terrain surface&lt;br /&gt;
** After the terrain is edited, the physics engine several needs to &#039;rebake&#039; the terrain to reflect the new shape, due to the new physics modeling system.&lt;br /&gt;
** {{jira|SVC-8048}} vehicles being very iratic and jittery on magnum regions&lt;br /&gt;
** {{jira|PATHBUG-163}} On attachments, [[PRIM_SIZE]] causes [[PRIM_POS_LOCAL]] and [[PRIM_POSITION]] to be ignored&lt;br /&gt;
** {{jira|PATHBUG-156}} Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version&lt;br /&gt;
** {{jira|PATH-796}} Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.&lt;br /&gt;
** {{jira|PATH-794}} some parcel operations can clear &amp;quot;no object entry&amp;quot; settings without flagging the navmesh for update&lt;br /&gt;
** {{jira|PATH-787}} navmesh can stitch up no-object-entry parcels across region boundaries&lt;br /&gt;
** {{jira|PATH-784}} Editing the shape parameters of [[PRIM_PHYSICS_SHAPE_NONE|PHYSICS_SHAPE_TYPE_NONE]] child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty&lt;br /&gt;
** {{jira|PATH-651}} Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled&lt;br /&gt;
** {{jira|PATH-630}} [[llSetLocalRot]]() fails in the root prims of characters&lt;br /&gt;
** {{jira|PATH-538}} Character [[llGetMass|mass]] as reported by LSL scripts is bogus&lt;br /&gt;
** {{jira|PATH-536}} The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.&lt;br /&gt;
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on&lt;br /&gt;
** {{jira|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]]&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.03.261171&lt;br /&gt;
&lt;br /&gt;
=== 12.07.06.261281 ===&lt;br /&gt;
* This is the Pathfinding Project.&lt;br /&gt;
** Scheduled 2012-07-11&lt;br /&gt;
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding&lt;br /&gt;
** Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding&lt;br /&gt;
* &#039;&#039;&#039;Features and Changes&#039;&#039;&#039;&lt;br /&gt;
** Havok&#039;s AI library has been added so that navigation meta data for an entire region can be computed.  This data is called the &amp;quot;navmesh&amp;quot;.&lt;br /&gt;
** SL objects can be turned into &amp;quot;characters&amp;quot; which use the navmesh to navigate the world and avoid obstacles.&lt;br /&gt;
*** New LSL calls have been added to create/update/delete character behavior.&lt;br /&gt;
*** Characters cannot be used as attachments.&lt;br /&gt;
*** Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.&lt;br /&gt;
** Not all objects in the world contribute to the navmesh calculations.&lt;br /&gt;
*** The terrain always contributes&lt;br /&gt;
*** By default objects are ignored for the navmesh calculations.&lt;br /&gt;
*** Objects may be flagged to modify the navmesh calculations in one of 4 ways:&lt;br /&gt;
**** &amp;quot;Walkable&amp;quot; objects add navigable zones to the navmesh.&lt;br /&gt;
**** &amp;quot;Static Obstacle&amp;quot; objects cannot be navigated, and create a hole in the nav mesh&lt;br /&gt;
**** &amp;quot;Exclusion Volume&amp;quot; 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)&lt;br /&gt;
**** &amp;quot;Material Volume&amp;quot; objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh&lt;br /&gt;
**** Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character&lt;br /&gt;
*** Objects that contribute to the navmesh have special restrictions:&lt;br /&gt;
**** 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)&lt;br /&gt;
**** 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.&lt;br /&gt;
**** 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.&lt;br /&gt;
*** 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.&lt;br /&gt;
*** 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 &lt;br /&gt;
*** Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.&lt;br /&gt;
** The collision pipeline has been reorganized.  This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.&lt;br /&gt;
** The terrain collision shape has been changed from a &amp;quot;heightfield&amp;quot; to a &amp;quot;mesh&amp;quot; to provide more efficient collisions, ray-trace, and navmesh computations.&lt;br /&gt;
*** This may change some collision details.  In particular see the &amp;quot;Known Issues&amp;quot; list below.&lt;br /&gt;
*** When changing the terrain its visible appearance will update immediately, but its collision shape will not.  &lt;br /&gt;
*** 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.&lt;br /&gt;
*** Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.&lt;br /&gt;
** Fix for {{jira|PATHBUG-77}} &amp;quot;[[llCastRay]] returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted&amp;quot;&lt;br /&gt;
** Avatars which are sitting on an object can no longer freeze it by selecting it, if they don&#039;t have permission to freeze it while standing.&lt;br /&gt;
** More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages&lt;br /&gt;
* Changed prim accounting for legacy prims which use the new accounting system&lt;br /&gt;
** 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.&lt;br /&gt;
** 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.&lt;br /&gt;
* Fixed the following bugs since the [[Release_Notes/Second_Life_RC_Magnum/12#12.06.23.260473|12.06.23.260473 Pathfinding RC]]&lt;br /&gt;
** {{jira|PATHBUG-122}} Ground Sit in a pathfinding region causes appearance to not match real location&lt;br /&gt;
** {{jira|SVC-8023}} Sim crossings by objects is broken&lt;br /&gt;
** Other internal bugfixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
** 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&lt;br /&gt;
** Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)&lt;br /&gt;
** Certain small physical objects can fall through the terrain surface&lt;br /&gt;
** After the terrain is edited, the physics engine several needs to &#039;rebake&#039; the terrain to reflect the new shape, due to the new physics modeling system.&lt;br /&gt;
** {{jira|PATHBUG-156}} Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version&lt;br /&gt;
** {{jira|PATH-796}} Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.&lt;br /&gt;
** {{jira|PATH-794}} some parcel operations can clear &amp;quot;no object entry&amp;quot; settings without flagging the navmesh for update&lt;br /&gt;
** {{jira|PATH-787}} navmesh can stitch up no-object-entry parcels across region boundaries&lt;br /&gt;
** {{jira|PATH-784}} Editing the shape parameters of [[PRIM_PHYSICS_SHAPE_NONE|PHYSICS_SHAPE_TYPE_NONE]] child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty&lt;br /&gt;
** {{jira|PATH-651}} Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled&lt;br /&gt;
** {{jira|PATH-630}} [[llSetLocalRot]]() fails in the root prims of characters&lt;br /&gt;
** {{jira|PATH-538}} Character [[llGetMass|mass]] as reported by LSL scripts is bogus&lt;br /&gt;
** {{jira|PATH-536}} The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.&lt;br /&gt;
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on&lt;br /&gt;
** {{jira|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]]&lt;br /&gt;
&lt;br /&gt;
=== 12.06.20.260188 ===&lt;br /&gt;
* Scheduled 2012-06-27&lt;br /&gt;
* Features&lt;br /&gt;
** Simulator changes to process prebaked avatar textures for library outfits. &lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.06.18.259948&lt;br /&gt;
* This project is also on LeTigre and BlueSteel:&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.06.20.260188&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.06.20.260188&lt;br /&gt;
&lt;br /&gt;
=== 12.06.23.260473 ===&lt;br /&gt;
* This is the Pathfinding Project.&lt;br /&gt;
** Scheduled 2012-06-27 &#039;&#039;&#039;&#039;&#039;THIS PROJECT WAS ROLLED BACK&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding&lt;br /&gt;
** Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding&lt;br /&gt;
* &#039;&#039;&#039;Features and Changes&#039;&#039;&#039;&lt;br /&gt;
** Havok&#039;s AI library has been added so that navigation meta data for an entire region can be computed.  This data is called the &amp;quot;navmesh&amp;quot;.&lt;br /&gt;
** SL objects can be turned into &amp;quot;characters&amp;quot; which use the navmesh to navigate the world and avoid obstacles.&lt;br /&gt;
*** New LSL calls have been added to create/update/delete character behavior.&lt;br /&gt;
*** Characters cannot be used as attachments.&lt;br /&gt;
*** Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.&lt;br /&gt;
** Not all objects in the world contribute to the navmesh calculations.&lt;br /&gt;
*** The terrain always contributes&lt;br /&gt;
*** By default objects are ignored for the navmesh calculations.&lt;br /&gt;
*** Objects may be flagged to modify the navmesh calculations in one of 4 ways:&lt;br /&gt;
**** &amp;quot;Walkable&amp;quot; objects add navigable zones to the navmesh.&lt;br /&gt;
**** &amp;quot;Static Obstacle&amp;quot; objects cannot be navigated, and create a hole in the nav mesh&lt;br /&gt;
**** &amp;quot;Exclusion Volume&amp;quot; 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)&lt;br /&gt;
**** &amp;quot;Material Volume&amp;quot; objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh&lt;br /&gt;
**** Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character&lt;br /&gt;
*** Objects that contribute to the navmesh have special restrictions:&lt;br /&gt;
**** 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)&lt;br /&gt;
**** 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.&lt;br /&gt;
**** 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.&lt;br /&gt;
*** 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.&lt;br /&gt;
*** 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 &lt;br /&gt;
*** Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.&lt;br /&gt;
** The collision pipeline has been reorganized.  This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.&lt;br /&gt;
** The terrain collision shape has been changed from a &amp;quot;heightfield&amp;quot; to a &amp;quot;mesh&amp;quot; to provide more efficient collisions, ray-trace, and navmesh computations.&lt;br /&gt;
*** This may change some collision details.  In particular see the &amp;quot;Known Issues&amp;quot; list below.&lt;br /&gt;
*** When changing the terrain its visible appearance will update immediately, but its collision shape will not.  &lt;br /&gt;
*** 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.&lt;br /&gt;
*** Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.&lt;br /&gt;
** Fix for {{jira|PATHBUG-77}} &amp;quot;[[llCastRay]] returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted&amp;quot;&lt;br /&gt;
** Avatars which are sitting on an object can no longer freeze it by selecting it, if they don&#039;t have permission to freeze it while standing.&lt;br /&gt;
** More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
** Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)&lt;br /&gt;
** Certain small physical objects can fall through the terrain surface&lt;br /&gt;
** 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&lt;br /&gt;
** After the terrain is edited, the physics engine several needs to &#039;rebake&#039; the terrain to reflect the new shape, due to the new physics modeling system.&lt;br /&gt;
** {{jira|PATHBUG-122}} Ground Sit in a pathfinding region causes appearance to not match real location&lt;br /&gt;
** {{jira|PATH-784}} Editing the shape parameters of [[PRIM_PHYSICS_SHAPE_NONE|PHYSICS_SHAPE_TYPE_NONE]] child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty&lt;br /&gt;
** {{jira|PATH-651}} Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled&lt;br /&gt;
** {{jira|PATH-630}} [[llSetLocalRot]]() fails in the root prims of characters&lt;br /&gt;
** {{jira|PATH-538}} Character [[llGetMass|mass]] as reported by LSL scripts is bogus&lt;br /&gt;
** {{jira|PATH-536}} The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.&lt;br /&gt;
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on&lt;br /&gt;
** {{jira|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]]&lt;br /&gt;
&lt;br /&gt;
* This project is also on LeTigre:&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.06.23.260473&lt;br /&gt;
=== 12.06.18.259948 ===&lt;br /&gt;
* Scheduled 2012-06-20&lt;br /&gt;
* This channel contains new simulator changes to help with infrastructure projects.&lt;br /&gt;
* Bug Fixes:&lt;br /&gt;
** {{jira|SVC-8000}}: Noticed 06-14-12 on LeTigre server in Cleary. LSL function [[llGetWallclock]]() displays number of seconds since Zulu (GMT) midnite instead of Pacific midnite&lt;br /&gt;
** {{jira|SVC-8004}}: Region server names now include backslashes, apparently escaping the space that follows.&lt;br /&gt;
** {{jira|SVC-7598}}: Error fetching server release notes URL.&lt;br /&gt;
* This is also on LeTigre channel:&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.06.18.259948&lt;br /&gt;
&lt;br /&gt;
=== 12.06.06.259024 ===&lt;br /&gt;
* This is a &amp;quot;maint-server&amp;quot; deploy. scheduled 2012-06-13&lt;br /&gt;
* Features&lt;br /&gt;
** No new features.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7902}}: Problem of not being able to rez on my land continues&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.06.04.258757&lt;br /&gt;
&lt;br /&gt;
=== 12.06.04.258763 ===&lt;br /&gt;
* This is a &amp;quot;maint-server&amp;quot; deploy. scheduled 2012-06-05&lt;br /&gt;
* Features&lt;br /&gt;
** No new features.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7902}}: Problem of not being able to rez on my land continues&lt;br /&gt;
&lt;br /&gt;
=== 12.06.04.258754 ===&lt;br /&gt;
* This is an emergency deploy to fix a security issue. scheduled 2012-06-04&lt;br /&gt;
* Features&lt;br /&gt;
** No new features.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixes a griefing vector.&lt;br /&gt;
&lt;br /&gt;
=== 12.05.25.258071 ===&lt;br /&gt;
* This is the &amp;quot;Experience Tools&amp;quot; project. scheduled 2012-05-30&lt;br /&gt;
* Three new LSL functions:&lt;br /&gt;
** [https://wiki.secondlife.com/wiki/LlAttachToAvatarTemp llAttachToAvatarTemp]&lt;br /&gt;
** [https://wiki.secondlife.com/wiki/LlTeleportAgent llTeleportAgent]&lt;br /&gt;
** [https://wiki.secondlife.com/wiki/LlTeleportAgentGlobalCoords llTeleportAgentGlobalCoords]&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; 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: [https://wiki.secondlife.com/wiki/PERMISSION_TELEPORT PERMISSION_TELEPORT].&lt;br /&gt;
* These functions only work only on Magnum RC regions and not grid wide.&lt;br /&gt;
&lt;br /&gt;
* This channel will have Region Idling enabled.&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a crashing bug.&lt;br /&gt;
* Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527&lt;br /&gt;
&lt;br /&gt;
=== 12.05.11.256527 ===&lt;br /&gt;
* This is the &amp;quot;Threaded Region Crossing&amp;quot; project. scheduled 2012-05-23&lt;br /&gt;
* This channel will have Region Idling enabled.&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a crashing bug.&lt;br /&gt;
* Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527&lt;br /&gt;
&lt;br /&gt;
=== 12.05.11.256527 ===&lt;br /&gt;
* This is the &amp;quot;Threaded Region Crossing&amp;quot; project. scheduled 2012-05-16&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a crashing bug.&lt;br /&gt;
* Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527&lt;br /&gt;
&lt;br /&gt;
=== 12.05.07.255857 ===&lt;br /&gt;
* This is the &amp;quot;Threaded Region Crossing&amp;quot; project. scheduled 2012-05-09&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Also on BlueSteel: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.05.07.255857&lt;br /&gt;
* Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.05.07.255857&lt;br /&gt;
&lt;br /&gt;
=== 12.04.30.255166 ===&lt;br /&gt;
* This is a maint-server deploy. &lt;br /&gt;
** Scheduled 2012-05-02&lt;br /&gt;
* Features&lt;br /&gt;
** New [[PRIM_SLICE]] value can be used in [[llGetLinkPrimitiveParams]]() and similar functions to set the slice value for prims that support slice values.&lt;br /&gt;
** [[HTTP_BODY_MAXLENGTH]] has been added to [[llHTTPRequest]]() allowing return body sizes up to 4k for LSO and 16k for Mono scripts&lt;br /&gt;
** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent keys on the region&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SCR-15}}: Add flag parameter [vector slice] to [[llSetPrimitiveParams]] [[PRIM_TYPE]] flags [[PRIM_TYPE_BOX]], [[PRIM_TYPE_CYLINDER]], and [[PRIM_TYPE_PRISM]]&lt;br /&gt;
** {{jira|SVC-680}}: Increase HTTP Response body size from 2048 to 4096 or larger&lt;br /&gt;
** {{jira|SVC-5488}}: [[llGetAgentList|llGetRegionAgents]]() -- returns list of agent keys in the current region&lt;br /&gt;
** {{jira|SVC-6894}}: Excessive EnableSimulator message spamming to viewers&lt;br /&gt;
** {{jira|SVC-7307}}: creation of scripts gets a nice error&lt;br /&gt;
** {{jira|SVC-7845}}: Group Notices not working on Magnum 12.04.13.253827&lt;br /&gt;
* New Bug Fixes&lt;br /&gt;
** Fixed an issue with attachments.&lt;br /&gt;
* Also on BlueSteel: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.04.30.255166&lt;br /&gt;
* Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.04.30.255166&lt;br /&gt;
&lt;br /&gt;
=== 12.04.20.254297 ===&lt;br /&gt;
* This is a maint-server deploy. &lt;br /&gt;
** Scheduled 2012-04-25&lt;br /&gt;
* Features&lt;br /&gt;
** New [[PRIM_SLICE]] value can be used in [[llGetLinkPrimitiveParams]]() and similar functions to set the slice value for prims that support slice values.&lt;br /&gt;
** [[HTTP_BODY_MAXLENGTH]] has been added to [[llHTTPRequest]]() allowing return body sizes up to 4k for LSO and 16k for Mono scripts&lt;br /&gt;
** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent keys on the region&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SCR-15}}: Add flag parameter [vector slice] to [[llSetPrimitiveParams]] [[PRIM_TYPE]] flags [[PRIM_TYPE_BOX]], [[PRIM_TYPE_CYLINDER]], and [[PRIM_TYPE_PRISM]]&lt;br /&gt;
** {{jira|SVC-680}}: Increase HTTP Response body size from 2048 to 4096 or larger&lt;br /&gt;
** {{jira|SVC-5488}}: [[llGetAgentList|llGetRegionAgents]]() -- returns list of agent keys in the current region&lt;br /&gt;
** {{jira|SVC-6894}}: Excessive EnableSimulator message spamming to viewers&lt;br /&gt;
** {{jira|SVC-7307}}: creation of scripts gets a nice error&lt;br /&gt;
* &#039;&#039;&#039;Avatar Fly Height Restriction is being raised to 5,000m.&#039;&#039;&#039;&lt;br /&gt;
* New Bug Fixes&lt;br /&gt;
** {{jira|SVC-7845}}: Group Notices not working on Magnum 12.04.13.253827&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.04.12.253726&lt;br /&gt;
&lt;br /&gt;
=== 12.04.13.253827 ===&lt;br /&gt;
* This is a maint-server deploy. &lt;br /&gt;
** Scheduled 2012-04-18&lt;br /&gt;
* Features&lt;br /&gt;
** New [[PRIM_SLICE]] value can be used in [[llGetLinkPrimitiveParams]]() and similar functions to set the slice value for prims that support slice values.&lt;br /&gt;
** [[HTTP_BODY_MAXLENGTH]] has been added to [[llHTTPRequest]]() allowing return body sizes up to 4k for LSO and 16k for Mono scripts&lt;br /&gt;
** New LSL [[llGetAgentList|llGetRegionAgents]]() function returns a list of all agent keys on the region&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SCR-15}}: Add flag parameter [vector slice] to [[llSetPrimitiveParams]] [[PRIM_TYPE]] flags [[PRIM_TYPE_BOX]], [[PRIM_TYPE_CYLINDER]], and [[PRIM_TYPE_PRISM]]&lt;br /&gt;
** {{jira|SVC-680}}: Increase HTTP Response body size from 2048 to 4096 or larger&lt;br /&gt;
** {{jira|SVC-5488}}: [[llGetAgentList|llGetRegionAgents]]() -- returns list of agent keys in the current region&lt;br /&gt;
** {{jira|SVC-6894}}: Excessive EnableSimulator message spamming to viewers&lt;br /&gt;
** {{jira|SVC-7307}}: creation of scripts gets a nice error&lt;br /&gt;
* &#039;&#039;&#039;Avatar Fly Height Restriction is being raised to 5,000m.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 12.03.30.252593 ===&lt;br /&gt;
* This is the same code that is on the main channel.&lt;br /&gt;
** Scheduled 2012-04-11&lt;br /&gt;
* &#039;&#039;&#039;The explicit ban height for parcels is being raised to 5000m.&#039;&#039;&#039; This means that avatars that are explicitly banned from a parcel can not enter them unless they are at least 5000m above ground. This allows high-altitude fly-overs as before, but they must be done at a much higher altitude.&lt;br /&gt;
* This is on all RC channels.&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.03.30.252593&lt;br /&gt;
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.03.30.252593&lt;br /&gt;
&lt;br /&gt;
=== 12.03.30.252637 ===&lt;br /&gt;
* This is again the &amp;quot;threaded region crossing&amp;quot; project. scheduled 2012-04-04&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed some crash modes that were discovered in the previous iteration of this project&lt;br /&gt;
** Fixed new crash modes.&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.03.26.252149&lt;br /&gt;
&lt;br /&gt;
=== 12.03.25.252046 ===&lt;br /&gt;
* This is again the &amp;quot;threaded region crossing&amp;quot; project. scheduled 2012-03-28&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed some crash modes that were discovered in the previous iteration of this project&lt;br /&gt;
** Fixed new crash modes.&lt;br /&gt;
&lt;br /&gt;
=== 12.03.20.251556 ===&lt;br /&gt;
* This is again the &amp;quot;threaded region crossing&amp;quot; project. scheduled 2012-03-21&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed some crash modes that were discovered in the previous iteration of this project&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991&lt;br /&gt;
* This version is on all 3 RC channels, this week&lt;br /&gt;
&lt;br /&gt;
===12.02.24.249991===&lt;br /&gt;
* This was rolled back to this code on 2012-03-08&lt;br /&gt;
* This is a server maintenance project&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7631}} New rate throttle on [[llGiveInventory]]. The throttle was loosened to 2.5k events per 15 minutes, double the previous value.&lt;br /&gt;
** {{jira|SVC-7660}} [[http_request]]() fails to trigger on RC Magnum 12.01.27.248571 &lt;br /&gt;
** Fixed some other miscellaneous bugs, including a few crashers&lt;br /&gt;
* This channel is set to match the main channel trunk code: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991&lt;br /&gt;
&lt;br /&gt;
===12.03.02.250419===&lt;br /&gt;
* This is again the &amp;quot;threaded region crossing&amp;quot; project scheduled 2012-03-07&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** The ghosting issue has been patched.&lt;br /&gt;
** Fixed some cases in which avatars got &#039;stuck&#039; and couldn&#039;t TP&lt;br /&gt;
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991&lt;br /&gt;
&lt;br /&gt;
===12.02.28.250112===&lt;br /&gt;
* This &amp;quot;threaded region crossing&amp;quot; project scheduled 2012-02-29&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** The ghosting issue has been patched.&lt;br /&gt;
** Fixed some cases in which avatars got &#039;stuck&#039; and couldn&#039;t TP&lt;br /&gt;
&lt;br /&gt;
===12.02.21.249728===&lt;br /&gt;
* This &amp;quot;threaded region crossing&amp;quot; project scheduled 2012-02-22&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** The ghosting issue has been patched.&lt;br /&gt;
&lt;br /&gt;
===12.02.02.248748===&lt;br /&gt;
* This &amp;quot;threaded region crossing&amp;quot; project scheduled 2012-02-15&lt;br /&gt;
* Features&lt;br /&gt;
** Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** The ghosting issue has been patched.&lt;br /&gt;
&lt;br /&gt;
===12.02.06.248938===&lt;br /&gt;
* This &amp;quot;maint-server&amp;quot; project scheduled 2012-02-08&lt;br /&gt;
* Improved performance for the following functions in LSL scripts compiled to Mono:&lt;br /&gt;
** [[llList2List]]&lt;br /&gt;
** [[llDeleteSubList]]&lt;br /&gt;
** [[llGetListEntryType]]&lt;br /&gt;
** [[llListInsertList]]&lt;br /&gt;
** [[llListFindList]]&lt;br /&gt;
** [[llListReplaceList]]&lt;br /&gt;
** [[llDeleteSubString]]&lt;br /&gt;
** [[llStringLength]]&lt;br /&gt;
** [[llInsertString]]&lt;br /&gt;
** [[llSubStringIndex]]&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SCR-121}} Entire sim (65,536sq.m.) owned by group, [[llGetParcelMaxPrims]]([[llGetPos]](), TRUE) Returning odd number.&lt;br /&gt;
** {{jira|SVC-7348}} [[moving_end]]() [[event]] executes on moving, script-rezzed physical objects&lt;br /&gt;
** {{jira|SVC-7443}} Telehubs overridden if teleporting a friend/avatar to a region where telehub exists outside of the telehub area&lt;br /&gt;
** Fixed 1 simulator crash related to the physics engine&lt;br /&gt;
* Made improvements in code for starting and stopping regions&lt;br /&gt;
* Internal code improvements with better memory management and more efficient object updates&lt;br /&gt;
* Fixed data in CoarseLocationUpdate messages for avatars above 1020m. These are now sent with a value of 255, which was previously sent as 0 in error. This fixes numerous mini-map issues with avatar relative altitude indicators.&lt;br /&gt;
* Fixed a script crasher in [[llList2List]].&lt;br /&gt;
** {{jira|SVC-7650}} Color change not applied correctly on cylinder when number of faces is change by altering prim properties.&lt;br /&gt;
** Fixed another problem that broke some sims.&lt;br /&gt;
* This code is also on BlueSteel and LeTigre.&lt;br /&gt;
* https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.02.06.248938&lt;br /&gt;
* https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.02.06.248938&lt;br /&gt;
&lt;br /&gt;
===12.01.27.248571===&lt;br /&gt;
* This &amp;quot;maint-server&amp;quot; project scheduled 2012-02-01&lt;br /&gt;
* Improved performance for the following functions in LSL scripts compiled to Mono:&lt;br /&gt;
** [[llList2List]]&lt;br /&gt;
** [[llDeleteSubList]]&lt;br /&gt;
** [[llGetListEntryType]]&lt;br /&gt;
** [[llListInsertList]]&lt;br /&gt;
** [[llListFindList]]&lt;br /&gt;
** [[llListReplaceList]]&lt;br /&gt;
** [[llDeleteSubString]]&lt;br /&gt;
** [[llStringLength]]&lt;br /&gt;
** [[llInsertString]]&lt;br /&gt;
** [[llSubStringIndex]]&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SCR-121}} Entire sim (65,536sq.m.) owned by group, [[llGetParcelMaxPrims]]([[llGetPos]](), TRUE) Returning odd number.&lt;br /&gt;
** {{jira|SVC-7348}} [[moving_end]]() [[event]] executes on moving, script-rezzed physical objects&lt;br /&gt;
** {{jira|SVC-7443}} Telehubs overridden if teleporting a friend/avatar to a region where telehub exists outside of the telehub area&lt;br /&gt;
** Fixed 1 simulator crash related to the physics engine&lt;br /&gt;
* Made improvements in code for starting and stopping regions&lt;br /&gt;
* Internal code improvements with better memory management and more efficient object updates&lt;br /&gt;
* Fixed data in CoarseLocationUpdate messages for avatars above 1020m. These are now sent with a value of 255, which was previously sent as 0 in error. This fixes numerous mini-map issues with avatar relative altitude indicators.&lt;br /&gt;
* Fixed a script crasher in [[llList2List]].&lt;br /&gt;
* This code is also on BlueSteel and LeTigre.&lt;br /&gt;
* https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.01.27.248571&lt;br /&gt;
* https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.01.27.248571&lt;br /&gt;
&lt;br /&gt;
===12.01.24.248357===&lt;br /&gt;
* This &amp;quot;maint-server&amp;quot; project scheduled 2012-01-25&lt;br /&gt;
*Features&lt;br /&gt;
* New LSL function integer [[llSetRegionPos]](vector position)&lt;br /&gt;
*: 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.&lt;br /&gt;
*:* Returns 1 if the object is successfully placed within 0.1 m of position.&lt;br /&gt;
*:* Returns 0 and does not move the object if position is more than 10m off region or above 4096m.&lt;br /&gt;
*:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).&lt;br /&gt;
*:* 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.&lt;br /&gt;
* &amp;quot;frame_number&amp;quot; option added to [[llGetEnv]]()&lt;br /&gt;
*: Returns an integer that represents the current &#039;frame&#039; of the simulator. Generally only useful for specific debugging cases.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7466}} A notecard holds more data than a script can read &lt;br /&gt;
** {{jira|SVC-7520}} Keyframe motion doesn&#039;t move towards the correct position when specified time is not an exact multiple of 1/45 seconds &lt;br /&gt;
** {{jira|SVC-7485}} [[llSetKeyframedMotion]] cannot stop animation if none is running ... sounds less important than it is ... &lt;br /&gt;
** {{jira|SVC-7493}} Weird mesh land impact issue&lt;br /&gt;
** Fixed several simulator crash bugs and potential memory leaks.&lt;br /&gt;
** Fixed a notecard crashing bug.&lt;br /&gt;
** {{jira|SVC-7613}} Greatly increased network activity since the 1/18/12 RC channel rolling restart&lt;br /&gt;
** {{jira|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)&lt;br /&gt;
&lt;br /&gt;
===12.01.13.247734===&lt;br /&gt;
* This &amp;quot;maint-server&amp;quot; project scheduled 2012-01-18&lt;br /&gt;
* The project originally here had a script crashing issue and was rolled to the same RC code on the other channels.&lt;br /&gt;
*Features&lt;br /&gt;
* New LSL function integer [[llSetRegionPos]](vector position)&lt;br /&gt;
*: 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.&lt;br /&gt;
*:* Returns 1 if the object is successfully placed within 0.1 m of position.&lt;br /&gt;
*:* Returns 0 and does not move the object if position is more than 10m off region or above 4096m.&lt;br /&gt;
*:* Returns 0 and does not move the object if the object is dynamic (has physics enabled).&lt;br /&gt;
*:* 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.&lt;br /&gt;
* &amp;quot;frame_number&amp;quot; option added to [[llGetEnv]]()&lt;br /&gt;
*: Returns an integer that represents the current &#039;frame&#039; of the simulator. Generally only useful for specific debugging cases.&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7466}} A notecard holds more data than a script can read &lt;br /&gt;
** {{jira|SVC-7520}} Keyframe motion doesn&#039;t move towards the correct position when specified time is not an exact multiple of 1/45 seconds &lt;br /&gt;
** {{jira|SVC-7485}} [[llSetKeyframedMotion]] cannot stop animation if none is running ... sounds less important than it is ... &lt;br /&gt;
** {{jira|SVC-7493}} Weird mesh land impact issue&lt;br /&gt;
** Fixed several simulator crash bugs and potential memory leaks.&lt;br /&gt;
** Fixed a notecard crashing bug.&lt;br /&gt;
&lt;br /&gt;
===12.01.06.247303===&lt;br /&gt;
* This &amp;quot;maint-server&amp;quot; project scheduled 2012-01-11&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** {{jira|SVC-7540}} Offline email notifications received but never delivered on login.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Release Notes]]&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Pathfinding_alpha&amp;diff=1171336</id>
		<title>Template:Pathfinding alpha</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Pathfinding_alpha&amp;diff=1171336"/>
		<updated>2012-08-01T22:06:21Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBwarning | This documentation is for the server candidate release of LSL pathfinding.  These LSL functions are available only on selected regions on the main grid.  For more information, see the [[Beta/Magnum|Magnum channel release notes]]. }}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Category:Pathfinding]]{{#vardefine:moded|fr{{#var:moded}}}}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171335</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171335"/>
		<updated>2012-08-01T21:57:56Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are available only in the &#039;&#039;&#039;Second Life Viewer Beta&#039;&#039;&#039; build.  Look under the &amp;quot;Other Viewers&amp;quot; section on the [http://secondlife.com/support/downloads/ Second Life Viewer download page]}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;120&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171323</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1171323"/>
		<updated>2012-08-01T18:14:51Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;120&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-826 PATH-826]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Random crash while wearing a mesh avatar and dropping objects in-world&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170883</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170883"/>
		<updated>2012-07-26T01:23:17Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;120&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-826 PATH-826]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Random crash while wearing a mesh avatar and dropping objects in-world&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; iMac running Mac OS X Lion 10.7.4 (11E53) with AMD Radeon HD 6770M (512 MB) &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170882</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170882"/>
		<updated>2012-07-26T01:17:51Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Known Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;120&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;[https://jira.secondlife.com/browse/PATH-814 PATH-814]&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 laptop displays black environment&amp;lt;/del&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &amp;lt;del&amp;gt;Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&amp;lt;/del&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-826 PATH-826]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Random crash while wearing a mesh avatar and dropping objects in-world&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/MAINT-1291 MAINT-1291]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170881</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170881"/>
		<updated>2012-07-26T01:13:54Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Example Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better customize the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-781 PATH-781]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Group-owned objects appear to be owned by &#039;Unknown&#039; in pathfinding linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-813 PATH-813]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-814 PATH-814]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170664</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170664"/>
		<updated>2012-07-16T23:04:07Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-781 PATH-781]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Group-owned objects appear to be owned by &#039;Unknown&#039; in pathfinding linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-813 PATH-813]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-814 PATH-814]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-821 PATH-821]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Toshiba Satellite L645 laptop with AMD Radeon HD 4200 Mobile graphics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-822 PATH-822]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Configuration with ATI Radeon 7500 can launch Viewer, serious GFx issues&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | AMD Athlon64 3000+ with ATI Radeon 7500 video card&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170580</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170580"/>
		<updated>2012-07-13T21:45:23Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-781 PATH-781]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Group-owned objects appear to be owned by &#039;Unknown&#039; in pathfinding linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-813 PATH-813]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-814 PATH-814]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170579</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170579"/>
		<updated>2012-07-13T21:27:08Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style:solid;border-width:2px 0 2px 0px;&amp;quot; &lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;100&amp;quot; | JIRA&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; width=&amp;quot;500&amp;quot; | Summary&lt;br /&gt;
! style=&amp;quot;border-style:solid;border-width:0 0 1px 0&amp;quot; | Hardware&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-781 PATH-781]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Group-owned objects appear to be owned by &#039;Unknown&#039; in pathfinding linksets floater&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Show capsules option creates black capsule instead of blue&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-813 PATH-813]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | [https://jira.secondlife.com/browse/PATH-814 PATH-814]&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| style=&amp;quot;border-style:solid;border-width:0 0 1px 0;border-color:rgb(200,200,200)&amp;quot; | Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170573</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170573"/>
		<updated>2012-07-13T19:04:13Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!| JIRA&lt;br /&gt;
! Summary&lt;br /&gt;
! Hardware&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-572 PATH-572]&lt;br /&gt;
| Underwater &#039;Walkables&#039; shapes are reflected about the water plane&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-643 PATH-643]&lt;br /&gt;
| Changes in Preferences dialog stops work of Pathfinding View/Test functionality&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-659 PATH-659]&lt;br /&gt;
| navmesh being drawn over worn flexi prims and under avatar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-781 PATH-781]&lt;br /&gt;
| Group-owned objects appear to be owned by &#039;Unknown&#039; in pathfinding linksets floater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-790 PATH-790]&lt;br /&gt;
| Physics capsule rendering of character shapes is broken after zooming&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-812 PATH-812]&lt;br /&gt;
| Show capsules option creates black capsule instead of blue&lt;br /&gt;
| ATI Radeon X300 Video card &amp;lt;br&amp;gt; ATI Radeon X600 Video card&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-813 PATH-813]&lt;br /&gt;
| Enable Debug GL crashes the viewer to the desktop&lt;br /&gt;
| Mac Pro running 10.7.4 with AMD Radeon HD5770 &amp;lt;br&amp;gt; PC Clone running XP Pro with GeForce2 Ultra&lt;br /&gt;
|-&lt;br /&gt;
| [https://jira.secondlife.com/browse/PATH-814 PATH-814]&lt;br /&gt;
| Sony VAIO PCG-71211 laptop displays black environment&lt;br /&gt;
| Sony VAIO PCG-71211 with AMD Radeon HD5650M Mobile graphics&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170494</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170494"/>
		<updated>2012-07-11T18:07:42Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot; during this server process.  After the rebaking is complete, this button on the viewer will vanish.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A &#039;&#039;(example use: humanoid)&#039;&#039;&lt;br /&gt;
** Character Type B &#039;&#039;(example use: creature)&#039;&#039;&lt;br /&gt;
** Character Type C &#039;&#039;(example use: mechanical)&#039;&#039;&lt;br /&gt;
** Character Type D &#039;&#039;(example use: other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a character&#039;s speed by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170493</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170493"/>
		<updated>2012-07-11T17:41:49Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A&lt;br /&gt;
** Character Type B&lt;br /&gt;
** Character Type C&lt;br /&gt;
** Character Type D&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-2.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a characters by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Linksets-floater-2.png&amp;diff=1170492</id>
		<title>File:Linksets-floater-2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Linksets-floater-2.png&amp;diff=1170492"/>
		<updated>2012-07-11T17:39:07Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170428</id>
		<title>Pathfinding Tools in the Second Life Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Pathfinding_Tools_in_the_Second_Life_Viewer&amp;diff=1170428"/>
		<updated>2012-07-10T00:03:05Z</updated>

		<summary type="html">&lt;p&gt;Stinson Linden: /* Additional field on the Object Profile floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinding Nav}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{KBnote|The Viewer tools described here are not yet available in a public Second Life Viewer build, but will be soon. }}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
For pathfinding, each region has a navigation mesh, commonly referred to as a &amp;quot;&#039;&#039;&#039;navmesh&#039;&#039;&#039;&amp;quot;.  The &#039;&#039;&#039;navmesh&#039;&#039;&#039; is a representation of the region&#039;s geometry generated and used by the physics simulator to determine paths for the pathfinding characters.  The navmesh may be in one of the following three states:&lt;br /&gt;
&lt;br /&gt;
* Up-to-date&lt;br /&gt;
* Has pending changes&lt;br /&gt;
* Building &#039;&#039;(a.k.a. rebaking)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The navmesh will transition through these states according to the following diagram:&lt;br /&gt;
&lt;br /&gt;
[[File:Navmesh_transitions.png|alt=Second Life Pathfinding NavMesh Transitions|Second Life Pathfinding NavMesh Transitions]]&lt;br /&gt;
&lt;br /&gt;
Five new elements have been added to the SL Viewer interface to communicate the navmesh state for the current region.  These new elements are:&lt;br /&gt;
&lt;br /&gt;
* icon representations of the pathfinding region state for the SLURL bar&lt;br /&gt;
* a &amp;quot;Rebake region&amp;quot; button that appears above the lower toolbar&lt;br /&gt;
* a right-click context menu option addition&lt;br /&gt;
* an additional field on the Build floater&lt;br /&gt;
* an additional field on the Object Profile floater&lt;br /&gt;
&lt;br /&gt;
In addition to these new elements, three new floaters allow users to more efficiently create, visualize, test, and debug pathfinding-enabled characters.  These tools are not required to create pathfinding behaviors but are particularly useful to builders and experienced creators in Second Life.  These new floaters are:&lt;br /&gt;
&lt;br /&gt;
* Pathfinding linksets&lt;br /&gt;
* Pathfinding characters&lt;br /&gt;
* Pathfinding view / edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that other residents editing pathfinding objects on the same region may create pending changes to the navmesh.&#039;&#039;&#039; When this occurs, all residents on the same region and with build rights will see the appropriate SLURL bar icons and rebake region button.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Icons in SLURL Bar ===&lt;br /&gt;
&lt;br /&gt;
The SLURL bar indicates the three pathfinding states of the current region.&lt;br /&gt;
# &#039;&#039;&#039;Navmesh is up-to-date&#039;&#039;&#039; The current region&#039;s navmesh is up-to-date.  No icon is shown as this is the expected default state. &amp;lt;br&amp;gt; [[File:Pathfinding-clean-region-1.png|alt=Second Life URL Bar with Up-to-Date NavMesh Icon|Second Life URL Bar with Up-to-Date NavMesh Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Navmesh has pending changes&#039;&#039;&#039; The region has pending changes that have not yet been baked into the navmesh.  A pathfinding icon with a construction symbol is shown. &amp;lt;br&amp;gt; [[File:Pathfinding-dirty-region-1.png|alt=Second Life URL Bar with Pending Changes Icon|Second Life URL Bar with Pending Changes Icon]]&lt;br /&gt;
# &#039;&#039;&#039;Dynamic pathfinding is disabled&#039;&#039;&#039; The region has dynamic pathfinding disabled.  Pathfinding characters will not work as expected.  A pathfinding icon with a disabled symbol is shown.&amp;lt;br&amp;gt; [[File:Pathfinding-disabled-region-1.png|alt=Second Life URL Bar with Pathfinding Disabled Icon|Second Life URL Bar with Pathfinding Disabled Icon]]&lt;br /&gt;
&lt;br /&gt;
=== Rebake Region Button ===&lt;br /&gt;
&lt;br /&gt;
When a region has pending changes, the appropriate icon will be shown in the SLURL bar, as described above.  In addition, if the user has build rights for any parcel on the current region, the user will also be able to see a &amp;quot;Rebake region&amp;quot; button that displays above the lower toolbar.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebake-button-1.png|alt=Second Life Rebake Region button that allows permitted users to rebake pathfinding changes into the navmesh]]&lt;br /&gt;
&lt;br /&gt;
When the user clicks this button, a request is sent to the region to rebake the navmesh for the current region.  As rebaking a region may be a time intensive process, the button will change to indicate &amp;quot;Region is rebaking&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Rebaking-button-1.png|alt=Second Life Region is Rebaking button that indicates that the current region is rebaking its navmesh]]&lt;br /&gt;
&lt;br /&gt;
=== Right-click context menu behavior ===&lt;br /&gt;
&lt;br /&gt;
When right-clicking on an object in-world, pathfinding-specific menu options may be included in the pop-up context menu.&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a &#039;&#039;&#039;linkset&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in linksets&amp;quot; will allow the user to open the Pathfinding Linksets floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-linksets-1.png|alt=Second Life Context Menu with Show in Linksets floater menu option]]&lt;br /&gt;
&lt;br /&gt;
If the user right-clicks on a pathfinding &#039;&#039;&#039;character&#039;&#039;&#039; object in-world, a menu option &amp;quot;Show in characters&amp;quot; will allow the user to open the Pathfinding Characters floater with the current object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Right-click-show-in-characters-1.png|alt=Second Life Context Menu with Show in Characters floater menu option]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Build floater ===&lt;br /&gt;
&lt;br /&gt;
The Build floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with a &#039;&#039;character&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-character-1.png|alt=Build floater with pathfinding attribute character|Build floater with pathfinding attribute character]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Build floater with an object that &#039;&#039;affects navmesh&#039;&#039; selected.  This object could be a &#039;&#039;walkable&#039;&#039;, &#039;&#039;static obstacle&#039;&#039;, &#039;&#039;material volume&#039;&#039;, or &#039;&#039;exclusion volume&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-floater-affects-navmesh-1.png|alt=Build floater with pathfinding attribute affects navmesh|Build floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|For linksets that do affect the navmesh, it will be impossible to modify the object across the region boundary.  The user and the object affecting a navmesh must be in the same region to enable modification of the object.  This will be indicated on the General tab of the Build floater as illustrated in the following screenshot.}}&lt;br /&gt;
[[File:Build-floater-region-boundary-1.png|alt=Build floater indicating that the user cannot modify object across a region boundary|Build floater indicating that the user cannot modify object across a region boundary]]&lt;br /&gt;
&lt;br /&gt;
=== Additional field on the Object Profile floater ===&lt;br /&gt;
&lt;br /&gt;
Similar to the afore-described Build floater, the Object Profile floater has also been updated with an additional field indicating the pathfinding attributes of the current object.&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Object Profile floater with an &#039;&#039;affects navmesh&#039;&#039; object selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Object-profile-1.png|alt=Object Profile floater with pathfinding attribute affects navmesh|Object Profile floater with pathfinding attribute affects navmesh]]&lt;br /&gt;
&lt;br /&gt;
== Pathfinding Floaters == &lt;br /&gt;
&lt;br /&gt;
These three pathfinding floaters may all be accessed through the Build-&amp;gt;Pathfinding menu in the Project Viewer - Pathfinding.&lt;br /&gt;
&lt;br /&gt;
[[File:Build-menu-pf-selected-1.png|alt=Second Life Build Menu with new Pathfinding menu items|SL Build -&amp;gt; Pathfinding Menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Linksets Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding Linksets floater is to give advanced users and builders the ability to customize an area to achieve interesting effects with pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all linksets within the current region for which the user has the ability to alter.  The table reports useful information including&lt;br /&gt;
* Linkset Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* Land Impact&lt;br /&gt;
* Distance from the resident&#039;s avatar&lt;br /&gt;
* Linkset Use&lt;br /&gt;
** Potential values&lt;br /&gt;
*** Walkable&lt;br /&gt;
*** Static Obstacle&lt;br /&gt;
*** Movable Obstacle&lt;br /&gt;
*** Material Volume&lt;br /&gt;
*** Exclusion Volume&lt;br /&gt;
*** Movable Phantom&lt;br /&gt;
* Walkability Coefficients&lt;br /&gt;
** Character Type A&lt;br /&gt;
** Character Type B&lt;br /&gt;
** Character Type C&lt;br /&gt;
** Character Type D&lt;br /&gt;
&lt;br /&gt;
Additionally, selecting any linksets within the floater will also select the object(s) within the Viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Linksets-floater-1.png|alt=Pathfinding Linksets floater|Pathfinding Linksets]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding linksets}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
&lt;br /&gt;
The advanced users and builders will use the Pathfinding Linksets floater to customize areas to create interesting effects for pathfinding-enabled characters.&lt;br /&gt;
&lt;br /&gt;
For instance, imagine the scenario of a builder constructing a single room in a pathfinding-enabled house.  For the single room, the builder would use the following types as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Linkset Use !! Description&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Walkable || align=&amp;quot;left&amp;quot; | The floor linkset would be set to be &amp;lt;b&amp;gt;Walkable&amp;lt;/b&amp;gt; to allow characters to move across the floor.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Static Obstacle || align=&amp;quot;left&amp;quot; | A desk linkset in the room would be set to be &amp;lt;b&amp;gt;Static Obstacle&amp;lt;/b&amp;gt; to block characters from walking through or across the object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE&amp;lt;/b&amp;gt; Any object that should block character movement and that does not move should be marked as Static Obstacle to improve performance of pathfinding characters.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Obstacle || align=&amp;quot;left&amp;quot; |  A door linkset in the room would be set to be &amp;lt;b&amp;gt;Movable Obstacle&amp;lt;/b&amp;gt;.  This will still block characters but, in contrast to Static Obstacles, Movable Obstacles will allow the linkset itself to move.  In the case of the door, this will allow the door to open and close, but will still prevent characters from walking through the door.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Material Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Material Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to affect the walkability coefficients of intersecting objects.  Imagine that the builder applied a texture to the floor.  Also, imagine that the floor texture includes small throw rug in the middle of the room.  (The builder did not want to create a separate object for the rug, so is using a texture on the floor to give the appearance of a rug).  The builder can then create a Material Volume object intersecting the floor at the location of the rug.  Then, by setting a lower walkability coefficient for the Material Volume, the builder will create the affect of slowing down characters as the characters traverse across the painted rug area.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Exclusion Volume || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Exclusion Volumes&amp;lt;/b&amp;gt; are phantom objects that can be used to create areas where characters are prevented from moving.  For instance, the builder can use an Exclusion Volume to create a section of the room where avatars would be able to move, but characters would be blocked from following.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;200&amp;quot; align=&amp;quot;center&amp;quot; | Movable Phantom || align=&amp;quot;left&amp;quot; |  &amp;lt;b&amp;gt;Movable Phantoms&amp;lt;/b&amp;gt; are phantom objects that have no affect on pathfinding-enabled characters.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to linkset use attributes, builders can achieve additional effects by modifying the walkability coefficients for linksets.  The walkability coefficients are values, ranging from 0% to 100%, that affect a characters speed.  A walkability coefficient of 50% will reduce a characters by half while the character is traversing across the linkset.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding Characters Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The intent of Pathfinding Characters floater is primarily for users to locate characters moving throughout a region and to identify the CPU cost of characters affecting the performance of a region.&lt;br /&gt;
&lt;br /&gt;
The floater displays information for all characters within the current region for which the user has the ability to manipulate.  The table reports useful information including&lt;br /&gt;
* Character Name&lt;br /&gt;
* Description&lt;br /&gt;
* Owner&lt;br /&gt;
* CPU Time&lt;br /&gt;
* Altitude&lt;br /&gt;
&lt;br /&gt;
[[File:Characters-floater-1.png|alt=Pathfinding Characters floater|Pathfinding Characters]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding characters}}&lt;br /&gt;
&lt;br /&gt;
==== Example use ====&lt;br /&gt;
# If a region owner has created a pathfinding-enabled character but is unable to find the character within the region, the Characters floater can be used to locate and select the character.&lt;br /&gt;
# Additionally, the Pathfinding Characters floater reports the CPU time cost for each character within the region.  This functionality can be used by advanced users to identify which characters are impacting performance the most.&lt;br /&gt;
&lt;br /&gt;
=== Pathfinding View/Test Floater ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
The intent of the Pathfinding View/Test floater is for advanced users who are building pathfinding-enabled objects and characters.&lt;br /&gt;
&lt;br /&gt;
This floater consists of 3 basic areas.&lt;br /&gt;
&lt;br /&gt;
# Status area (illustrating both the Viewer and Simulator status of the region&#039;s navmesh)&lt;br /&gt;
# View tab Controls&lt;br /&gt;
# Test Path tab Controls&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the navmesh displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-nav-mesh-1.png|alt=Pathfinding View/Test floater with the navmesh displayed|Pathfinding View/Test with navmesh displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with the pathfinding object types displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-pf-types-1.png|alt=Pathfinding View/Test floater with the pathfinding object types displayed|Pathfinding View/Test with the pathfinding object types displayed]]&lt;br /&gt;
&lt;br /&gt;
The following image is a screenshot of the Pathfinding View/Test floater with a test path displayed.&lt;br /&gt;
&lt;br /&gt;
[[File:View-test-path-1.png|alt=Pathfinding View/Test floater with a test path displayed|Pathfinding View/Test with a test path displayed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Controls ====&lt;br /&gt;
&lt;br /&gt;
{{:Viewerhelp:Pathfinding edit and test}}&lt;br /&gt;
&lt;br /&gt;
==== Example Use ====&lt;br /&gt;
&lt;br /&gt;
# The advanced user will use the Visualization controls to visualize how the navmesh and related permanent objects have been generated.  By seeing this visualization of how the physics engine interprets the navigation information, the advanced user can understand how to better custom the pathfinding-enabled objects to obtain the desired behaviors of characters.&lt;br /&gt;
# The advanced user will use the Test Tab to visualize how a test character would choose the path between selected start and end points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;/div&gt;</summary>
		<author><name>Stinson Linden</name></author>
	</entry>
</feed>