Difference between revisions of "Pathfinding/Alpha release notes"

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{{Pathfinding Nav}}
Welcome to the home page for the open alpha testing for Linden Lab's Pathfinding project!  Thank you for your interest in pathfinding and for taking the time to help us test. 
== Restrictions ==
== Restrictions ==
The initial release of the pathfinding LSL is available only on the [[Aditi]] test grid on the following regions:
The initial release of the pathfinding LSL is available only on the [[Aditi]] test grid on the following regions:
* {{Comment|List of regions here.}}
* [secondlife://Aditi/secondlife/PathTest1/131/101/23 secondlife://Aditi/secondlife/PathTest1/131/101/23]
* [secondlife://Aditi/secondlife/PathTest2/100/170/26 secondlife://Aditi/secondlife/PathTest2/100/170/26]
* [secondlife://Aditi/secondlife/PathTest3/103/127/23 secondlife://Aditi/secondlife/PathTest3/103/127/23]
* [secondlife://Aditi/secondlife/PathTest4/127/194/29 secondlife://Aditi/secondlife/PathTest4/127/194/29]
 
 
{{KBcaution|Remove all HUDs and scripted attachments before entering the pathfinding areas.  There are currently several attachment-related bugs.}}
 
== How to report bugs and suggest features ==
 
Use JIRA to report bugs and suggest features in the PATHBUG JIRA project: https://jira.secondlife.com/browse/PATHBUG
 
{{KBnote|Viewer tools are planned for a future Viewer release.  }}
 
==Testing tips ==
 
The pathfinding project is still in alpha stage and subject to change.  We are making the LSL calls public early to get feedback and pinpoint as many issues as possible before release.  Expect some bugs and instability.
The most helpful feedback at this stage are bug reports and specific suggestions regarding the API for the existing pathfinding functions.
 
Because we want to get these features to Residents as soon as possible, it is not in scope to make major functionality changes before the product release (for example, adding volumetric pathfinding or the ability to pursue multiple avatars at once).  That said, we may continue to add more pathfinding features in the future and welcome both near-term and long-term suggestions for improvement.
 
Also:
* Be respectful of other residents while testing. 
* Have fun!
 
=== Pathfinding-enabled objects ===
 
Pathfinding-enabled objects will not work (and may cause errors) if taken outside of the pathfinding test regions.
 
We have set all objects to be returned after an hour to help maintain a cleaner testing environment for all.
 
Please do not rez more than 10 pathfinding enabled objects at a time, due to the heavy cost of scripts on a debug server build.  Once pathfinding is released, you can expect to have a reasonably large number of pathfinding objects without impacting server performance (we've tested several hundred pathfinding enabled characters within a region with no noticeable slow down). 


== Known issues ==
=== Performance ===
To collect more valuable testing data, the pathfinding-enabled regions are running a debug server build.  This will substantially impact server performance.
If you experience significant lag / FPS problems, try a different pathfinding test regions. 


* Saving scripts sometimes doesn't work - post save the character is frozen. Picking up the object with script running and rezzing makes the character activate.
=== Viewer tools ===
* Can't set an offset to the vertical height that the object hovers at, or make it lower so that it appears to hug the ground, or move through the ground. In other works pathing is only script modifiable in X and Y coordinates, not Z, but pathing functions in all three coordinates, albeit with Z hugging the terrain or objects it is passing over.
The [[Pathfinding Tools in the Second Life Viewer|Viewer pathfinding tools]] will greatly aid in visualizing the nav-mesh and debugging issues with pathfinding-enabled characters. A project viewer with these tools will be available soon.   
* When creating a fleeing script, has to be set to flee one AV at a time, ideally needs to be possible to flee everyone.
* Replacing an existing script doesn't stop behaviour, in the same way as particles and hover text, use llExecPathingCmd(PATH_CMD_STOP, [])
* Occasionally a script fails with no explanation - no path related elements work but pathing silently fails. Putting the same script contents in another prim works perfectly.
* Getting occasional “database content cannot be loaded” error when reopening an existing script.
* Can't move object 'wandering of cube of wandering +1' to { 73.4555, 143.077, 22.443 } in region PathDev2 because of an unknown reason. [4194304]
** Let me know if you figure out what triggers thisI saw some cases, in the server logs, and they seemed to indicate something about full parcels which lead to objects going deeply underground; so far, I don't know how to reproduce this error. --maestro
* If a targeted agent flies the agent becomes invisible to path script.
** This doesn't seem to be always valid: I can be flying near the ground and still be followed. If I fly out of the vertical bounds of the path volume it then loses me.


----
Because the Viewer tools are not yet available, Resident testers will not be able to regenerate the region nav-mesh for the time being.  This means that if you place a staircase in world, for example, characters will view it as an obstacle rather than a pathable object.
* llCreateCharacter speed parameter not working
*  Phantom Prims are seen as barriers<br />
*  Water is seen as a barrier/borked
*  Flight - volumetric movement is not currently planned
*  Multi prim characters falling through other objects other than terrain</li><li>Characters will fall through terrain if Navmesh is below terrain
*  Agents used as target going "invisible" to characters when they fly or sit</li><li><strike>Mono - resolved</strike></li><li>Physics cannot be used in the same object as a character</li><li>Frame Animation cannot be used in the same object as a character?</li><li>Character code must be in the root prim?</li><li>Prim limit for character object?</li><li>Z specified does matter, z must be a valid reachable target in vector
*  Use llUpdateCharacter([CHARACTER_LENGTH, 2]), not sticks for height changes
*  llNavigateTo broken in Mono, but only PathDev8 because it's running earlier code</li><li>Aditi: Some of the roofs on the Huts in Piranha are phantom - kona</li><li>Aditi:  If AVs are wearing Animation Overides, they will often not sit correctly on the tree stumps, barrels and other seated areas - kona</li><li>some attachments make the sim crash on entry or attach - being investigated as a high priority</li><li>the minimum capsule size is 0.5m (Linden please confirm)
* characters piling up at 0,0,0 (see pic here: https://ldpw.basecamphq.com/projects/8951215/file/110739536/found%200,0,0_001.png) ~Hyper</li><li>Snakes are not responding correctly to speed parameter (they always speed up). FIXED server update of 2/9 ~Hyper</li><li>Prims and terrain become "slippery" on current clone of Gecko, avatars slide along them.  Repro'd - Maestro observing. Repro'd again with a prim on a prim. Seems to be FIXED.
*Some patches of terrain cause "am I off the navmesh" error when the navmesh wireframe looks fine.  No idea what causes this. FIXED server update of 2/9 
*Regenerating navmesh causes character script errors.  Formerly working characters (with updated character code) after navmesh rebake cause error: "Unable to create item 'object name' that has caused problems on this region."  All rezzers with characters show this script error after rebake. Simply replacing character to be rezzed on the rez box doesn't fix this, you have to take the character into inventory and then re-add to the box (create a new UUID).  Reproducible. Expected behavior for the moment according to Falcon. DRTSIM-100 12.02.09.249280.
* Mesh client Second_Life_3-3-0-249279 crashes when downloading navmesh (often, not every time).
* Underwater pathfinding almost works!  I have a simple demo set up here: secondlife://Aditi/secondlife/PathDev1/65/224/24  flying fish on above platform behave as expected.  characters created underwater think they are off the navmesh.  previously created character DO use the underwater prim to return to the navmesh, however.  
[[Category:Pathfinding]]

Latest revision as of 14:34, 2 March 2012


Welcome to the home page for the open alpha testing for Linden Lab's Pathfinding project! Thank you for your interest in pathfinding and for taking the time to help us test.

Restrictions

The initial release of the pathfinding LSL is available only on the Aditi test grid on the following regions:


KBcaution.png Important: Remove all HUDs and scripted attachments before entering the pathfinding areas. There are currently several attachment-related bugs.

How to report bugs and suggest features

Use JIRA to report bugs and suggest features in the PATHBUG JIRA project: https://jira.secondlife.com/browse/PATHBUG

KBnote.png Note: Viewer tools are planned for a future Viewer release.

Testing tips

The pathfinding project is still in alpha stage and subject to change. We are making the LSL calls public early to get feedback and pinpoint as many issues as possible before release. Expect some bugs and instability. The most helpful feedback at this stage are bug reports and specific suggestions regarding the API for the existing pathfinding functions.

Because we want to get these features to Residents as soon as possible, it is not in scope to make major functionality changes before the product release (for example, adding volumetric pathfinding or the ability to pursue multiple avatars at once). That said, we may continue to add more pathfinding features in the future and welcome both near-term and long-term suggestions for improvement.

Also:

  • Be respectful of other residents while testing.
  • Have fun!

Pathfinding-enabled objects

Pathfinding-enabled objects will not work (and may cause errors) if taken outside of the pathfinding test regions.

We have set all objects to be returned after an hour to help maintain a cleaner testing environment for all.

Please do not rez more than 10 pathfinding enabled objects at a time, due to the heavy cost of scripts on a debug server build. Once pathfinding is released, you can expect to have a reasonably large number of pathfinding objects without impacting server performance (we've tested several hundred pathfinding enabled characters within a region with no noticeable slow down).

Performance

To collect more valuable testing data, the pathfinding-enabled regions are running a debug server build. This will substantially impact server performance. If you experience significant lag / FPS problems, try a different pathfinding test regions.

Viewer tools

The Viewer pathfinding tools will greatly aid in visualizing the nav-mesh and debugging issues with pathfinding-enabled characters. A project viewer with these tools will be available soon.

Because the Viewer tools are not yet available, Resident testers will not be able to regenerate the region nav-mesh for the time being. This means that if you place a staircase in world, for example, characters will view it as an obstacle rather than a pathable object.