Difference between revisions of "Release Notes/Second Life RC BlueSteel/11"

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===11.12.12.246583===
* This project is scheduled 2011-12-14
* This project contains upgrades to the voice system.
* Updates
** Voice diagnostics updated to improve our ability to diagnose voice issues.
* Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.11.12.245070
* Also on Magnum and LeTigre
===11.12.01.246038===
* This project is scheduled 2011-12-07
* This project contains upgrades to the voice system.
* Updates
** Voice diagnostics updated to improve our ability to diagnose voice issues.
===11.11.19.245570===
* This project is scheduled 2011-11-30
* This is a "Threaded Region Crossings" project.
** This project contains the infrastructure to support future work into creating threaded region cross for agents. This uses the new threaded RPC/thread state machine mechanism.
* Bug Fixes
** {{jira|SVC-7445}} teleport problems with new viewers , can not teleport to premium sandbox sims , and i am premium member
===11.11.15.245109===
* This project is scheduled 2011-11-16
* This is a "Threaded Region Crossings" project.
** This project contains the infrastructure to support future work into creating threaded region cross for agents. This uses the new threaded RPC/thread state machine mechanism.
* Merged with Server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.11.09.244706
===11.11.07.244630===
* This project is scheduled 2011-11-09
* This is a "Threaded Region Crossings" project.
** This project contains the infrastructure to support future work into creating threaded region cross for agents. This uses the new threaded RPC/thread state machine mechanism.
===11.10.31.244269===
* This project is scheduled 2011-11-03
* Refactored server voice code.
* bug fixes
** Fixed syntax errors
** Fix voice failure due to missing line in merge . voice channel info was not properly being set, hence it wasn't being passed back to the viewer
** Fixed some private parcel voice issues
*** Voice dot disappears on entering a private spatial parcel
** Fixed some calls to the vivox API
* Merge with Server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.10.21.243634
===11.10.21.243647===
* This project is scheduled 2011-10-26
* Refactored server voice code.
* bug fixes
** Fixed syntax errors
** Fix voice failure due to missing line in merge . voice channel info was not properly being set, hence it wasn't being passed back to the viewer
** Fixed some private parcel voice issues
*** Voice dot disappears on entering a private spatial parcel
** Fixed some calls to the vivox API
===11.10.18.243270===
* This project is scheduled 2011-10-19
* New LSL function: integer [[llManageEstateAccess]](integer action, key id)
** Use to add or remove agents from the estate's agent access or ban lists or groups from the estate's group access list.
** Only works for objects owned by the Estate Owner or an Estate Manager.
** Calls are throttled at a rate of 30 calls per 30 seconds.
** Returns [[TRUE]] is action is sent to the database.
** Returns [[FALSE]] if throttled, invalid action, invalid or null id or object owner is not allowed to manage the estate.
* Actions for [[llManageEstateAccess]]:
** [[ESTATE_ACCESS_ALLOWED_AGENT_ADD]]: Add the agent to this estate's Allowed Residents list.
** [[ESTATE_ACCESS_ALLOWED_AGENT_REMOVE]]: Remove the agent from this estate's Allowed Residents list.
** [[ESTATE_ACCESS_ALLOWED_GROUP_ADD]]: Add the group to this estate's Allowed groups list.
** [[ESTATE_ACCESS_ALLOWED_GROUP_REMOVE]]: Remove the group from this estate's Allowed groups list.
** [[ESTATE_ACCESS_BANNED_AGENT_ADD]]: Add the agent to this estate's Banned residents list.
** [[ESTATE_ACCESS_BANNED_AGENT_REMOVE]]: Remove the agent from this estate's Banned residents list.
* Merge with Server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.10.07.242626
===11.10.12.242860===
* This project was deployed 2011-10-13
* integer [[llManageEstateAccess]](integer action, key id)
** Use to add or remove agents from the estate's agent access or ban lists or groups from the estate's group access list.
** Only works for objects owned by the Estate Owner or an Estate Manager.
** Calls are throttled at a rate of 30 calls per 30 seconds.
** Returns [[TRUE]] is action is sent to the database.
** Returns [[FALSE]] if throttled, invalid action, invalid or null id or object owner is not allowed to manage the estate.
* Actions for [[llManageEstateAccess]]:
** [[ESTATE_ACCESS_ALLOWED_AGENT_ADD]]: Add the agent to this estate's Allowed Residents list.
** [[ESTATE_ACCESS_ALLOWED_AGENT_REMOVE]]: Remove the agent from this estate's Allowed Residents list.
** [[ESTATE_ACCESS_ALLOWED_GROUP_ADD]]: Add the group to this estate's Allowed groups list.
** [[ESTATE_ACCESS_ALLOWED_GROUP_REMOVE]]: Remove the group from this estate's Allowed groups list.
** [[ESTATE_ACCESS_BANNED_AGENT_ADD]]: Add the agent to this estate's Banned residents list.
** [[ESTATE_ACCESS_BANNED_AGENT_REMOVE]]: Remove the agent from this estate's Banned residents list.
** Changes were made to the permissions system and to simulator configuration, but should have no impact on existing builds
===11.10.03.242227===
* This is the "Faster Scripts" project. scheduled 2011-10-05
** Faster script calls, most notably Mono llGet*() calls that access object parameters (such as [[llGetMass]]() or [[llGetPos]]()) but don't actually change any object parameters, since most of those calls have built-in delays that automatically throttle the rate at which they can loop.
** Run any LSL benchmark -- it should run faster in the new code given a similar simstate with any given number of objects and scripts.
*** Some LSL benchmarks can be found at this wiki page:
*** http://wiki.secondlife.com/wiki/Category:LSL_Benchmark
*** All of the benchmarks from the wiki are for math functions and as such will not show much improvement (see below) however the scripts provide good frameworks for observing performance improvements.
** Some benchmark improvements will be more notable than others.  In particular:
*** Mono benchmarks that primarily involve math functions (adding floats or integer, or even calls like [[llAbs]]()) will NOT show much improvement.  This is because those operations tend to stay in the bytecode engine and do not execute any callbacks that require access to the object on which the script is running.
*** Mono benchmarks that access object paramters ([[llGetPos]]()) should show the most speedup.
*** LSL2 benchmarks that access object parameters should show measurable speedup, but since LSL is so slow already the proportional improvement will be less.
*** The more objects in the simulator the greater the proportional gains. The object lookup scales as Order(log(N) + C) where C is some constant.
** So, the best expected percentage improvement would be from a single Mono script looping over something like [[llGetPos]]() in a region full of 15k objects.
* Fix for {{Jira|SVC-7319}} Mesh vehicles cannot cross simborders
* New in 11.10.03.242227:
** A fix for a crasher
** A fix for world map search for estate-limited avatars
===11.09.26.241576===
===11.09.26.241576===
* This is a "maint-server" project. scheduled 2011-09-28
* This is the "Faster Scripts" project. scheduled 2011-09-28
** Faster script calls, most notably Mono llGet*() calls that access object parameters (such as llGetMas() or llGetPos()) but don't actually change any object parameters, since most of those calls have built-in delays that automatically throttle the rate at which they can loop.
** Faster script calls, most notably Mono llGet*() calls that access object parameters (such as [[llGetMass]]() or [[llGetPos]]()) but don't actually change any object parameters, since most of those calls have built-in delays that automatically throttle the rate at which they can loop.
** Run any LSL benchmark -- it should run faster in the new code given a similar simstate with any given number of objects and scripts.
** Run any LSL benchmark -- it should run faster in the new code given a similar simstate with any given number of objects and scripts.
*** Some LSL benchmarks can be found at this wiki page:
*** Some LSL benchmarks can be found at this wiki page:
*** http://wiki.secondlife.com/wiki/Category:LSL_Benchmark
*** http://wiki.secondlife.com/wiki/Category:LSL_Benchmark
*** All of the benchmarks from the wiki are for math functions and as such will not show much improvement (see below) however the scripts provide good frameworks for creating custom tests.
*** All of the benchmarks from the wiki are for math functions and as such will not show much improvement (see below) however the scripts provide good frameworks for observing performance improvements.
** Some benchmark improvements will be more notable than others.  In particular:
** Some benchmark improvements will be more notable than others.  In particular:
*** Mono benchmarks that primarily test math functions (adding floats or integer, or even calls like llAbs()) will NOT show much improvement.  This is because those operations tend to stay in the bytecode engine and do not execute any callbacks that require access to the object on which the script is running.
*** Mono benchmarks that primarily involve math functions (adding floats or integer, or even calls like [[llAbs]]()) will NOT show much improvement.  This is because those operations tend to stay in the bytecode engine and do not execute any callbacks that require access to the object on which the script is running.
*** Mono benchmarks that access object paramters (llGetPos()) should show the most speedup.
*** Mono benchmarks that access object paramters ([[llGetPos]]()) should show the most speedup.
*** LSL2 benchmarks that access object parameters should show measurable speedup, but since LSL is so slow already the proportional improvement will be less.
*** LSL2 benchmarks that access object parameters should show measurable speedup, but since LSL is so slow already the proportional improvement will be less.
*** The more objects in the simulator the greater the proportional gains. The object lookup scales as Order(log(N) + C) where C is some constant.
*** The more objects in the simulator the greater the proportional gains. The object lookup scales as Order(log(N) + C) where C is some constant.
** So, the best expected percentage improvement would be from testing a single Mono script looping over something like llGetPos() in a region full of 15k objects.
** So, the best expected percentage improvement would be from a single Mono script looping over something like [[llGetPos]]() in a region full of 15k objects.
 


===11.09.15.240906===
===11.09.15.240906===

Latest revision as of 23:14, 13 December 2011

11.12.12.246583

11.12.01.246038

  • This project is scheduled 2011-12-07
  • This project contains upgrades to the voice system.
  • Updates
    • Voice diagnostics updated to improve our ability to diagnose voice issues.

11.11.19.245570

  • This project is scheduled 2011-11-30
  • This is a "Threaded Region Crossings" project.
    • This project contains the infrastructure to support future work into creating threaded region cross for agents. This uses the new threaded RPC/thread state machine mechanism.
  • Bug Fixes
    • SVC-7445 teleport problems with new viewers , can not teleport to premium sandbox sims , and i am premium member

11.11.15.245109

11.11.07.244630

  • This project is scheduled 2011-11-09
  • This is a "Threaded Region Crossings" project.
    • This project contains the infrastructure to support future work into creating threaded region cross for agents. This uses the new threaded RPC/thread state machine mechanism.

11.10.31.244269

  • This project is scheduled 2011-11-03
  • Refactored server voice code.
  • bug fixes
    • Fixed syntax errors
    • Fix voice failure due to missing line in merge . voice channel info was not properly being set, hence it wasn't being passed back to the viewer
    • Fixed some private parcel voice issues
      • Voice dot disappears on entering a private spatial parcel
    • Fixed some calls to the vivox API
  • Merge with Server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.10.21.243634

11.10.21.243647

  • This project is scheduled 2011-10-26
  • Refactored server voice code.
  • bug fixes
    • Fixed syntax errors
    • Fix voice failure due to missing line in merge . voice channel info was not properly being set, hence it wasn't being passed back to the viewer
    • Fixed some private parcel voice issues
      • Voice dot disappears on entering a private spatial parcel
    • Fixed some calls to the vivox API

11.10.18.243270

11.10.12.242860

    • Changes were made to the permissions system and to simulator configuration, but should have no impact on existing builds


11.10.03.242227

  • This is the "Faster Scripts" project. scheduled 2011-10-05
    • Faster script calls, most notably Mono llGet*() calls that access object parameters (such as llGetMass() or llGetPos()) but don't actually change any object parameters, since most of those calls have built-in delays that automatically throttle the rate at which they can loop.
    • Run any LSL benchmark -- it should run faster in the new code given a similar simstate with any given number of objects and scripts.
      • Some LSL benchmarks can be found at this wiki page:
      • http://wiki.secondlife.com/wiki/Category:LSL_Benchmark
      • All of the benchmarks from the wiki are for math functions and as such will not show much improvement (see below) however the scripts provide good frameworks for observing performance improvements.
    • Some benchmark improvements will be more notable than others. In particular:
      • Mono benchmarks that primarily involve math functions (adding floats or integer, or even calls like llAbs()) will NOT show much improvement. This is because those operations tend to stay in the bytecode engine and do not execute any callbacks that require access to the object on which the script is running.
      • Mono benchmarks that access object paramters (llGetPos()) should show the most speedup.
      • LSL2 benchmarks that access object parameters should show measurable speedup, but since LSL is so slow already the proportional improvement will be less.
      • The more objects in the simulator the greater the proportional gains. The object lookup scales as Order(log(N) + C) where C is some constant.
    • So, the best expected percentage improvement would be from a single Mono script looping over something like llGetPos() in a region full of 15k objects.
  • Fix for SVC-7319 Mesh vehicles cannot cross simborders
  • New in 11.10.03.242227:
    • A fix for a crasher
    • A fix for world map search for estate-limited avatars

11.09.26.241576

  • This is the "Faster Scripts" project. scheduled 2011-09-28
    • Faster script calls, most notably Mono llGet*() calls that access object parameters (such as llGetMass() or llGetPos()) but don't actually change any object parameters, since most of those calls have built-in delays that automatically throttle the rate at which they can loop.
    • Run any LSL benchmark -- it should run faster in the new code given a similar simstate with any given number of objects and scripts.
      • Some LSL benchmarks can be found at this wiki page:
      • http://wiki.secondlife.com/wiki/Category:LSL_Benchmark
      • All of the benchmarks from the wiki are for math functions and as such will not show much improvement (see below) however the scripts provide good frameworks for observing performance improvements.
    • Some benchmark improvements will be more notable than others. In particular:
      • Mono benchmarks that primarily involve math functions (adding floats or integer, or even calls like llAbs()) will NOT show much improvement. This is because those operations tend to stay in the bytecode engine and do not execute any callbacks that require access to the object on which the script is running.
      • Mono benchmarks that access object paramters (llGetPos()) should show the most speedup.
      • LSL2 benchmarks that access object parameters should show measurable speedup, but since LSL is so slow already the proportional improvement will be less.
      • The more objects in the simulator the greater the proportional gains. The object lookup scales as Order(log(N) + C) where C is some constant.
    • So, the best expected percentage improvement would be from a single Mono script looping over something like llGetPos() in a region full of 15k objects.

11.09.15.240906

11.09.09.240513

  • This is a "mesh maint-server" project. deployed 2011-09-13
  • Adding additional metric collection information
  • LSL enhancements to catch and prevent shape changes that would cause a return
  • Support for calculating Resource Weights and Land Impact for all objects
  • Several crash fixes
  • Region/parcel crossing fixes
  • Misc.fixes
  • llCastRay() enabled.

11.08.26.239591

11.08.23.239333

  • This is a "maint-server" project. deployed 2011-08-23
    • Bug Fixes
      • Fixed parcel object entry issues.
      • Fixed issue where objects were rezzed off region would be in limbo.

11.08.15.238486

  • This is a "server hotfix" project. released 2011-08-17
    • Bug Fixes
      • Fixed a crashing bug.
      • Other security fix.

11.08.10.238207

11.08.08.237997

11.08.02.237522

  • "maint-server" project. deployed 2011-08-03
    • New Features
      • Enhancements for marketplace item delivery.
    • Bug Fixes
      • Fix for SVC-7104 "Granting/revoking perms broken for non-web-profile viewers"
      • Fix for SVC-7059 "(Spanish) [DATE I18N] Date in English in Group profile > Terreno/Bienes > L$ del grupo > Detalles tab and Ventas tab"
      • Fix for SVC-7067 "Postcards sent from LeTigre sims fail with error code also can not upload sound files on LeTigre"
      • Fix for SVC-6973 "France Villas Sim, we have been having MAJOR issues on this sim since the last update on the Havok software..We presently have 4 open tickets on it and TJ linden said to file a bug report"
      • Changed logging for TIMEWARP issues.
      • Removed some unused IM code.

11.07.12.235430

  • "Avatar Visibility" project. deployed 2011-07-13
  • Avatar Visibility
    • This new feature adds the ability to control if residents on a parcel are visible to others outside that parcel, as well as the ability to see them. In other words, if TheFirst Resident is on one parcel and TheSecond Resident is on another, while this feature is enabled on either parcel, they will not see each other. Text chat on channel zero is blocked following the same rules.
      • While this feature works with all viewer, a new version is required to change these options. In the version 2.8 viewer, the About Land / Options dialog will have a new checkbox.
    • The llGetParcelDetails() function will now accept a new parameter PARCEL_DETAILS_SEE_AVATARS that may be passed into the function, and it will return an integer flag indicating if the setting is on or off.
    • Both the large map and mini map work as before. Green dots will indicate the approximate location of an avatar, regardless of this new parcel setting.
    • LSL sensors will function normally, and can detect the presence of avatars on parcels with this setting enabled.
    • Text chat on channels other than zero are not blocked by this setting.
    • If an avatar is on a vehicle with this feature enabled, the entire vehicle will not be seen.
    • All existing parcels in Second Life default to the old behavior (showing residents on the parcel). To enable this feature on your parcel, you must have the new viewer with appropriate permissions, and then turn off the checkbox above.
    If the new viewer is used on an older simulator, the option will be checked and disabled.
  • Sound Audibility
    • This feature adds new parcel controls to limit the sounds that may be played by avatars. These are sounds from gestures, played from the viewer inventory, or from scripts on attachments. The parcel owner (or group member with powers to change parcel settings) can set the parcel to allow avatar sounds from everyone, only members of the parcel group, or nobody.
      • A new SecondLife viewer is required to change these settings from their default values. In the version 2.8 viewer, the About Land / Sound dialog box will have a new control:
  • All existing parcels will default to having this set to "Everybody" and thus behave as before this feature was introduced.

11.06.28.234196

  • Josh's "maint-server" project. deployed 2011-06-29
    • Features
      • Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is 4, type is integer. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. The default value is true.
        Example:
        key http_request_id = llHTTPRequest("http://example.com/", [HTTP_VERBOSE_THROTTLE, 0], "");
      • SCR-67: Added new constant PRIM_OMEGA for use with llGetPrimitiveParams, llSetPrimitiveParams, llGetLinkPrimitiveParams, llSetLinkPrimitiveParams, llSetLinkPrimitiveParamsFast. This gives access to the "target omega" property of primitives which can be set via llTargetOmega, but allows getting the current target omega for a prim (previously not supported) and setting the target omega on a child prim (previously only doable with a script on each prim).

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

Examples:

// Set this prim rotating
llTargetOmega(<1.0,3.0,0.5>, TWO_PI, 1.0);

// Read back this prim's current target omega
list current_omega = llListToList( llGetPrimitiveParams([PRIM_OMEGA]); // should be [PRIM_OMEGA, axis, spinrate, gain]
vector axis = llList2Vector(current_omega, 1); // Should be <1.0,3.0,0.5>
float spinrate = llList2Float(current_omega, 2); // Should be TWO_PI
float gain = llList2Float(current_omega, 3); // Should be 1.0

// Set all child prims rotating
llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_OMEGA, <1.0,3.0,0.5>, TWO_PI, 1.0]);
    • Bug Fixes
      • Fixed issue with "Buy" option remaining set on purchased child prims of no-mod objects (Originally VWR-9796)
      • Addressed issue with teleport and other service failures affecting simulator hosts.
      • Server-side support for STORM-1261 - send message IDs on login failure to allow localization
      • SVC-6905 : Fixed issue with objects resisting return, delete, take and autoreturn
      • WEB-3096: Fix unsubscribe link in IM-to-Email messages"
      • SVC-6953: Fixed issue where region restart notification appears to be from the avatar being notified.
      • SVC-5780: More specific error message when deeding land to group fails because transfers are blocked on the region
  • merged with server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.06.17.233176


11.06.21.233291

  • Josh's "maint-server" project. scheduled 2011-06-22
    • Features
      • Added new parameter to llHTTPRequest - HTTP_VERBOSE_THROTTLE. Value is 4, type is integer. If specified in the parameters list as a non-zero value (true), the script will emit errors when the throttle for outgoing requests is hit. If zero (false), the script will remain silent on errors. The default value is true.

Example:

key http_request_id = llHTTPRequest("http://example.com/", [HTTP_VERBOSE_THROTTLE, 0], "");
      • SCR-67: Added new constant PRIM_OMEGA for use with llGetPrimitiveParams, llSetPrimitiveParams, llGetLinkPrimitiveParams, llSetLinkPrimitiveParams, llSetLinkPrimitiveParamsFast. This gives access to the "target omega" property of primitives which can be set via llTargetOmega, but allows getting the current target omega for a prim (previously not supported) and setting the target omega on a child prim (previously only doable with a script on each prim).

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

Examples:

// Set this prim rotating
llTargetOmega(<1.0,3.0,0.5>, TWO_PI, 1.0);

// Read back this prim's current target omega
list current_omega = llListToList( llGetPrimitiveParams([PRIM_OMEGA]); // should be [PRIM_OMEGA, axis, spinrate, gain]
vector axis = llList2Vector(current_omega, 1); // Should be <1.0,3.0,0.5>
float spinrate = llList2Float(current_omega, 2); // Should be TWO_PI
float gain = llList2Float(current_omega, 3); // Should be 1.0

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

11.06.14.232746

  • The "Group Chat" project. deployed 2011-06-15
  • These are the simulator side fixes for group chat.
  • Enable addressing chat message to more than one agent in a region
    • A protocol was implemented on the sim and in the multiagent chat backbone service to enable addressing of a chat message to multiple agents. When more than one recipient agent is present in the same region a single request is made to the sim addressed to all recipients. Previously a request was made for each agent needlessly duplicating requests.

11.05.31.231546

  • The "friendship" project. deployed 2011-06-01
  • This code has changes for the People API.
  • We've modified the capabilities of the People API to handle adding/removing friendships.
  • Included are other infrastructural changes that are generic in nature.
  • Fix to allow services to start properly after deployment of new code.
  • merged with server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.05.17.230139

11.05.24.230905

  • The "friendship" project. deployed 2011-05-25
  • This code has changes for the People API.
  • We've modified the capabilities of the People API to handle adding/removing friendships.
  • Included are other infrastructural changes that are generic in nature.
  • Fix to allow services to start properly after deployment of new code.

11.05.18.230193

  • The "friendship" project. deployed 2011-05-19
  • This code has changes for the People API.
  • We've modified the capabilities of the People API to handle adding/removing friendships.
  • Included are other infrastructural changes that are generic in nature.

11.05.05.228940

  • Andrew's "maint-server" project. deployed 2011-05-12
  • Fixed SVC-6951 "Random sim crashes in latest branches"
  • Fixed 2 simulator crashing bugs.
  • Made changes to message logging to be less impactful on simulator performance
  • Removed the physics changes tied to SVC-5880.
    • The fix for this bug was determined to have unintended and adverse reactions.

11.05.03.228703

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

11.04.26.227686

  • Andrew's "maint-server" project, deployed 2011-04-27
  • Bug Fixes
    • SVC-6055 Avatar position reverts to original sittarget in simcrossing
    • SVC-6808 Muting a new-style 'Resident' avatar is ineffective when you're offline
    • SVC-6859 llTeleportAgentHome on an agent not over your land shouldn't result in the target getting the message
    • SVC-6882 Mini-map shows multiple dots for one avatar, but avatar is not ghosted
    • SVC-5880 Vehicles "Jumping" when crossing prims
      • This is caused by the physics engine reporting collision info for "hidden" faces (the vertical faces where the road objects butt up against each other). It has existed since the very beginning of SL and affects all objects (not just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04.
      • To repair broken vehicles a "workaround" was introduced to reduce the effect: vehicle collision events get special scrutiny and some collision events are removed. It helps, but is not 100% effective and also has some side effects such as causing vehicles to sometimes partially penetrate curbs, walls, and other obstacles, or even tunnel through walls for small vehicles.
      • To solve this problem correctly in Havok7 a config parameter was tweaked in the physics engine. Also, the aforementioned workaround for vehicles has been removed, so some vehicle behavior may change. Besides a reduction of vehicles penetrating obstacles they may also "jump" more when crossing seams that are not quite lined up right -- short obstacles may cause vehicles to jump where they used to roll smoothly.
    • SVC-6900 Group-owned objects located in private estates cannot send IMs to offline avatars
    • SVC-6403 llGiveInventory is not working!
  • New Feature
  • merged with server trunk + a security fix - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.22.227477

11.04.19.227029

  • Andrew's "maint-server" project, deployed 2011-04-20
  • Bug Fixes
    • SVC-6055 Avatar position reverts to original sittarget in simcrossing
    • SVC-6808 Muting a new-style 'Resident' avatar is ineffective when you're offline
    • SVC-6859 llTeleportAgentHome on an agent not over your land shouldn't result in the _target_ getting the message
    • SVC-6882 Mini-map shows multiple dots for one avatar, but avatar is not ghosted
    • SVC-5880 Vehicles "Jumping" when crossing prims
      • This is caused by the physics engine reporting collision info for "hidden" faces (the vertical faces where the road objects butt up against each other). It has existed since the very beginning of SL and affects all objects (not just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04.
      • To repair broken vehicles a "workaround" was introduced to reduce the effect: vehicle collision events get special scrutiny and some collision events are removed. It helps, but is not 100% effective and also has some side effects such as causing vehicles to sometimes partially penetrate curbs, walls, and other obstacles, or even tunnel through walls for small vehicles.
      • To solve this problem correctly in Havok7 a config parameter was tweaked in the physics engine. Also, the aforementioned workaround for vehicles has been removed, so some vehicle behavior may change. Besides a reduction of vehicles penetrating obstacles they may also "jump" more when crossing seams that are not quite lined up right -- short obstacles may cause vehicles to jump where they used to roll smoothly.
    • SVC-6900 Group-owned objects located in private estates cannot send IMs to offline avatars
    • SVC-6403 llGiveInventory is not working!
  • New Feature

11.04.12.226461

  • "Inventory Capabilities" scheduled 2011-04-13
    • Gives inventory capabilities to the Agent DS hosts.
      • Sim capabilities support "Accept-Encoding: gzip" to provide compressed inventory responses.
        • FetchInventory2
        • FetchInventoryDescendents2
        • FetchLib2
        • FetchLibDescendents2
    • Removed some dead/unused code inventory HTTP code.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.05.225793

11.04.05.225783

  • "Inventory Capabilities" scheduled 2011-04-06
    • Gives inventory capabilities to the Agent DS hosts.
      • Sim capabilities support "Accept-Encoding: gzip" to provide compressed inventory responses.
        • FetchInventory2
        • FetchInventoryDescendents2
        • FetchLib2
        • FetchLibDescendents2
    • Removed some dead/unused code inventory HTTP code.
  • merged with server trunk. - http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.03.29.225234

11.03.29.225233

  • "Inventory Capabilities" scheduled 2011-03-30
    • Gives inventory capabilities to the Agent DS hosts.
      • Sim capabilities support "Accept-Encoding: gzip" to provide compressed inventory responses.
        • FetchInventory2
        • FetchInventoryDescendents2
        • FetchLib2
        • FetchLibDescendents2
    • Removed some dead/unused code inventory HTTP code.

11.03.22.224783

  • "Content Management" scheduled 2011-03-23
  • This is the same project in the same slot that got bumped last Wednesday during the emergency security upgrade.
  • Bug Fixes
    • Updates to the updates to the IP management tools
      • Now with ever more "less crashes".
        • A particular crashing bug has been plaguing us for a few weeks now. We have it fixed and it will be in this release.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.03.18.224600

11.03.16.224235

11.03.15.223967

11.03.08.223134

11.03.01.222307

11.02.22.221782

11.02.15.221187

  • "Content Management" scheduled 2011-02-16
  • Bug Fixes
    • Updates to the updates to the IP management tools
      • Now with less crashes.

11.02.08.220606

  • "Content Management" scheduled 2011-02-09
  • Bug Fixes
    • Updates to the IP management tools

11.02.01.220158

  • Update to "Interest List" project. Deployed 2011-02-02
  • Viewer Metrics merged in.
  • Bug Fixed: SVC-6723: Scripted and linked objects not behaving properly when crossing parcel boundaries

11.01.25.219640

  • Interest List project deployed 2011-01-26
  • Features
    • Interest List Improvements
      The Interest List is part of the simulator that controls how updates are sent to viewers. It is a core part of the simulator responsible for timely updates.
      This version should changes the way updates for static (non-moving) objects are detected and sent to the viewer. This should be visible as:
      • Faster region load times. It should take less time to see what is around you after a teleport or log in.
      • Faster updates when moving in a region. While flying, for example, objects should appear sooner than before.

11.01.18.219191

11.01.10.218736

  • "Compression" deployed 2011-01-11
  • Features
    • TP / region crossing compression enabled grid wide.
    • Security fixes.