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

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===11.04.19.******===
===11.04.19.******===
* "maint-server" project, scheduled 2011-04-20
* Andrew's "maint-server" project, scheduled 2011-04-20
** Bug Fixes
** {{jira|SVC-6055}} Avatar position reverts to original sittarget in simcrossing
*** Fix for simulators that would create broken simstates during rolling restarts.
** {{jira|SVC-6782}} ghost prim when sphere has scale_x and scale_y not equal to 1
*** fix for ER-336 - "Objects rezzed with enable_threaded_object_rez=TRUE show a date of 1970/01/01 00:00 UTC"
*** The server will no longer accept the invalid primitive params that was causing this bug so some existing content may revert back to visibility.
**** https://jira.secondlife.com/browse/ER-336
** {{jira|SVC-6808}} Muting a new-style 'Resident' avatar is ineffective when you're offline
*** Several security fixes.
** {{jira|SVC-6859}} llTeleportAgentHome on an agent not over your land shouldn't result in the _target_ getting the message
** Updated internal metrics for script memory usage.
** {{jira|SVC-6882}} Mini-map shows multiple dots for one avatar, but avatar is not ghosted
** {{jira|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.
** {{jira|SVC-6900}} Group-owned objects located in private estates cannot send IMs to offline avatars
** {{jira|SVC-6403}} llGiveInventory is not working!


===11.04.12.226461===
===11.04.12.226461===

Revision as of 22:15, 18 April 2011

11.04.19.******

  • Andrew's "maint-server" project, scheduled 2011-04-20
    • SVC-6055 Avatar position reverts to original sittarget in simcrossing
    • SVC-6782 ghost prim when sphere has scale_x and scale_y not equal to 1
      • The server will no longer accept the invalid primitive params that was causing this bug so some existing content may revert back to visibility.
    • 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!

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.