Difference between revisions of "Release Notes/Second Life RC Magnum/12"
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** Scheduled 2012-07-31 | ** Scheduled 2012-07-31 | ||
** Details are here: http://wiki.secondlife.com/wiki/Pathfinding | ** Details are here: http://wiki.secondlife.com/wiki/Pathfinding | ||
** Pathfinding viewer here: | ** Pathfinding viewer here: http://secondlife.com/support/downloads/ with beta viewer version 3.4.0 (262596) or later. | ||
* '''Features and Changes''' | * '''Features and Changes''' | ||
** Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh". | ** Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh". | ||
Line 74: | Line 74: | ||
** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on | ** {{jira|PATH-351}} Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on | ||
** {{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]] | ** {{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]] | ||
=== 12.07.24.262484 === | === 12.07.24.262484 === |
Revision as of 14:15, 1 August 2012
12.07.31.262785
- This is the Pathfinding Project.
- Scheduled 2012-07-31
- Details are here: http://wiki.secondlife.com/wiki/Pathfinding
- Pathfinding viewer here: http://secondlife.com/support/downloads/ with beta viewer version 3.4.0 (262596) or later.
- Features and Changes
- Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
- SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
- New LSL calls have been added to create/update/delete character behavior.
- Characters cannot be used as attachments.
- Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
- Not all objects in the world contribute to the navmesh calculations.
- The terrain always contributes
- By default objects are ignored for the navmesh calculations.
- Objects may be flagged to modify the navmesh calculations in one of 4 ways:
- "Walkable" objects add navigable zones to the navmesh.
- "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
- "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
- "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
- Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
- Objects that contribute to the navmesh have special restrictions:
- Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
- Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
- In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
- When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
- The pathfinding project viewer can be used to modify the pathfinding settings in a region: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
- The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
- The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
- This may change some collision details. In particular see the "Known Issues" list below.
- When changing the terrain its visible appearance will update immediately, but its collision shape will not.
- The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
- Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
- Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
- Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
- More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
- Changed prim accounting for legacy prims which use the new accounting system
- All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0). This provides the benefit of not penalizing prim-based creators for optimizing their content by opting into the new system and will make the streaming cost more reflective of the true network cost of the objects.
- Server cost will be adjusted to MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }. This preserves the current value for unscripted linksets and reduce the cost for linksets containing fewer than 2*num_prims scripts. It provides the benefit of rewarding creators for reducing the number of scripts in their objects.
- Fixed the following bugs since the 12.06.23.260473 Pathfinding RC
- PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
- SVC-8023 Sim crossings by objects is broken
- Other internal bugfixes
- Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
- PATHBUG-165 Avatars become phantom after sitting on phantom objects
- PATHBUG-164 Physics shape updates are slow sometimes
- Fixed the following bugs since the 12.07.18.262060 Pathfinding RC
- PATHBUG-163 On attachments, PRIM_SIZE causes PRIM_POS_LOCAL and PRIM_POSITION to be ignored
- Other internal bugfixes
- Fixed the following bugs since the 12.07.24.262484 Pathfinding RC
- PATHBUG-166 Avatar Physics Broken - Magnum Version 262484 (Done today)
- PATHBUG-167 llApplyImpulse and llPushObject does not work properly on Magnum servers, when pushing avatars rapidly
- PATH-835 copying an object with shift drag does not copy the custom physics
- PATH-809 User is not able to change phantom concave prim's attribute to "Walkable" or "Static obstacle" value
- PATHBUG-175 Viewer looses track of adjacent region on high altitudes
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.24.262437
- Known Issues
- Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
- Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
- Certain small physical objects can fall through the terrain surface
- After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
- SVC-8048 vehicles being very iratic and jittery on magnum regions
- PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
- PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
- PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
- PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
- PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
- PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
- PATH-630 llSetLocalRot() fails in the root prims of characters
- PATH-538 Character mass as reported by LSL scripts is bogus
- PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
- PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
- PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
12.07.24.262484
- This is the Pathfinding Project.
- Scheduled 2012-07-25
- Details are here: http://wiki.secondlife.com/wiki/Pathfinding
- Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Features and Changes
- Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
- SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
- New LSL calls have been added to create/update/delete character behavior.
- Characters cannot be used as attachments.
- Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
- Not all objects in the world contribute to the navmesh calculations.
- The terrain always contributes
- By default objects are ignored for the navmesh calculations.
- Objects may be flagged to modify the navmesh calculations in one of 4 ways:
- "Walkable" objects add navigable zones to the navmesh.
- "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
- "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
- "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
- Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
- Objects that contribute to the navmesh have special restrictions:
- Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
- Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
- In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
- When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
- The pathfinding project viewer can be used to modify the pathfinding settings in a region: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
- The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
- The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
- This may change some collision details. In particular see the "Known Issues" list below.
- When changing the terrain its visible appearance will update immediately, but its collision shape will not.
- The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
- Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
- Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
- Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
- More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
- Changed prim accounting for legacy prims which use the new accounting system
- All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0). This provides the benefit of not penalizing prim-based creators for optimizing their content by opting into the new system and will make the streaming cost more reflective of the true network cost of the objects.
- Server cost will be adjusted to MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }. This preserves the current value for unscripted linksets and reduce the cost for linksets containing fewer than 2*num_prims scripts. It provides the benefit of rewarding creators for reducing the number of scripts in their objects.
- Fixed the following bugs since the 12.06.23.260473 Pathfinding RC
- PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
- SVC-8023 Sim crossings by objects is broken
- Other internal bugfixes
- Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
- PATHBUG-165 Avatars become phantom after sitting on phantom objects
- PATHBUG-164 Physics shape updates are slow sometimes
- Fixed the following bugs since the 12.07.18.262060 Pathfinding RC
- PATHBUG-163 On attachments, PRIM_SIZE causes PRIM_POS_LOCAL and PRIM_POSITION to be ignored
- Other internal bugfixes
- Known Issues
- Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
- Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
- Certain small physical objects can fall through the terrain surface
- After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
- SVC-8048 vehicles being very iratic and jittery on magnum regions
- PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
- PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
- PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
- PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
- PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
- PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
- PATH-630 llSetLocalRot() fails in the root prims of characters
- PATH-538 Character mass as reported by LSL scripts is bogus
- PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
- PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
- PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.18.262055
12.07.18.262060
- This is the Pathfinding Project.
- Scheduled 2012-07-18
- Details are here: http://wiki.secondlife.com/wiki/Pathfinding
- Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Features and Changes
- Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
- SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
- New LSL calls have been added to create/update/delete character behavior.
- Characters cannot be used as attachments.
- Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
- Not all objects in the world contribute to the navmesh calculations.
- The terrain always contributes
- By default objects are ignored for the navmesh calculations.
- Objects may be flagged to modify the navmesh calculations in one of 4 ways:
- "Walkable" objects add navigable zones to the navmesh.
- "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
- "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
- "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
- Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
- Objects that contribute to the navmesh have special restrictions:
- Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
- Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
- In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
- When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
- The pathfinding project viewer can be used to modify the pathfinding settings in a region: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
- The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
- The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
- This may change some collision details. In particular see the "Known Issues" list below.
- When changing the terrain its visible appearance will update immediately, but its collision shape will not.
- The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
- Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
- Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
- Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
- More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
- Changed prim accounting for legacy prims which use the new accounting system
- All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0). This provides the benefit of not penalizing prim-based creators for optimizing their content by opting into the new system and will make the streaming cost more reflective of the true network cost of the objects.
- Server cost will be adjusted to MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }. This preserves the current value for unscripted linksets and reduce the cost for linksets containing fewer than 2*num_prims scripts. It provides the benefit of rewarding creators for reducing the number of scripts in their objects.
- Fixed the following bugs since the 12.06.23.260473 Pathfinding RC
- PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
- SVC-8023 Sim crossings by objects is broken
- Other internal bugfixes
- Fixed the following bugs since the 12.07.06.261281 Pathfinding RC
- PATHBUG-165 Avatars become phantom after sitting on phantom objects
- PATHBUG-164 Physics shape updates are slow sometimes
- Known Issues
- Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
- Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
- Certain small physical objects can fall through the terrain surface
- After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
- SVC-8048 vehicles being very iratic and jittery on magnum regions
- PATHBUG-163 On attachments, PRIM_SIZE causes PRIM_POS_LOCAL and PRIM_POSITION to be ignored
- PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
- PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
- PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
- PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
- PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
- PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
- PATH-630 llSetLocalRot() fails in the root prims of characters
- PATH-538 Character mass as reported by LSL scripts is bogus
- PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
- PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
- PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.03.261171
12.07.06.261281
- This is the Pathfinding Project.
- Scheduled 2012-07-11
- Details are here: http://wiki.secondlife.com/wiki/Pathfinding
- Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Features and Changes
- Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
- SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
- New LSL calls have been added to create/update/delete character behavior.
- Characters cannot be used as attachments.
- Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
- Not all objects in the world contribute to the navmesh calculations.
- The terrain always contributes
- By default objects are ignored for the navmesh calculations.
- Objects may be flagged to modify the navmesh calculations in one of 4 ways:
- "Walkable" objects add navigable zones to the navmesh.
- "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
- "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
- "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
- Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
- Objects that contribute to the navmesh have special restrictions:
- Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
- Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
- In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
- When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
- The pathfinding project viewer can be used to modify the pathfinding settings in a region: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
- The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
- The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
- This may change some collision details. In particular see the "Known Issues" list below.
- When changing the terrain its visible appearance will update immediately, but its collision shape will not.
- The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
- Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
- Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
- Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
- More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
- Changed prim accounting for legacy prims which use the new accounting system
- All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0). This provides the benefit of not penalizing prim-based creators for optimizing their content by opting into the new system and will make the streaming cost more reflective of the true network cost of the objects.
- Server cost will be adjusted to MIN{ (0.5*num_prims) + (0.25 * num_scripts), num_prims }. This preserves the current value for unscripted linksets and reduce the cost for linksets containing fewer than 2*num_prims scripts. It provides the benefit of rewarding creators for reducing the number of scripts in their objects.
- Fixed the following bugs since the 12.06.23.260473 Pathfinding RC
- PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
- SVC-8023 Sim crossings by objects is broken
- Other internal bugfixes
- Known Issues
- Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
- Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
- Certain small physical objects can fall through the terrain surface
- After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
- PATHBUG-156 Hacked mixed volumedetect linksets become non-phantom after the region is rolled back from pathfinding to a non-pathfinding version
- PATH-796 Linking a flexi prim as a child of a non-flexi causes the flexi prim to go non-phantom.
- PATH-794 some parcel operations can clear "no object entry" settings without flagging the navmesh for update
- PATH-787 navmesh can stitch up no-object-entry parcels across region boundaries
- PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
- PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
- PATH-630 llSetLocalRot() fails in the root prims of characters
- PATH-538 Character mass as reported by LSL scripts is bogus
- PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
- PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
- PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
12.06.20.260188
- Scheduled 2012-06-27
- Features
- Simulator changes to process prebaked avatar textures for library outfits.
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.06.18.259948
- This project is also on LeTigre and BlueSteel:
12.06.23.260473
- This is the Pathfinding Project.
- Scheduled 2012-06-27 THIS PROJECT WAS ROLLED BACK
- Details are here: http://wiki.secondlife.com/wiki/Pathfinding
- Pathfinding viewer here: https://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Features and Changes
- Havok's AI library has been added so that navigation meta data for an entire region can be computed. This data is called the "navmesh".
- SL objects can be turned into "characters" which use the navmesh to navigate the world and avoid obstacles.
- New LSL calls have been added to create/update/delete character behavior.
- Characters cannot be used as attachments.
- Characters are incompatible with some features, such as keyframed motion, being used as attachments, phantom, size changes, and others.
- Not all objects in the world contribute to the navmesh calculations.
- The terrain always contributes
- By default objects are ignored for the navmesh calculations.
- Objects may be flagged to modify the navmesh calculations in one of 4 ways:
- "Walkable" objects add navigable zones to the navmesh.
- "Static Obstacle" objects cannot be navigated, and create a hole in the nav mesh
- "Exclusion Volume" objects are like static obstacles, except that they are phantom (meaning that pathfinding characters cannot move through them but other physical objects and avatars can)
- "Material Volume" objects are phantom objects that can be set to change the walkability coefficients of an area of the navmesh
- Material volumes and walkable objects have 4 walkability coefficients to determine how expensive they are for each category of character
- Objects that contribute to the navmesh have special restrictions:
- Objects that contribute to the navmesh cannot change their physical shape via LSL script (changing object position, shape parameters, scale, rotation, physics shape type, and linking/unlinking is generally blocked)
- Objects that contribute to the navmesh can be physically changed via the build tool by avatars who have modify permission and if the avatar is in the same region as the object.
- In other words: objects that contribute to the navmesh cannot be physically changed by avatars who are located in a different region than the object, and therefore such objects cannot be moved across region boundaries.
- When the navmesh has been modified, either because the terrain has been edited or because an object contributing to the nav mesh was rezzed/modified/deleted, it must be manually regenerated.
- The pathfinding project viewer can be used to modify the pathfinding settings in a region: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Pathfinding
- Parcels that are set No-Entry for objects will cut the navmesh at their borders -- characters will not be able to navigate across it.
- The collision pipeline has been reorganized. This may affect avatar collisions/control, vehicle movement, and collision callbacks in LSL scripts.
- The terrain collision shape has been changed from a "heightfield" to a "mesh" to provide more efficient collisions, ray-trace, and navmesh computations.
- This may change some collision details. In particular see the "Known Issues" list below.
- When changing the terrain its visible appearance will update immediately, but its collision shape will not.
- The server will wait at least 10 seconds since the last change before computing the new shape, and the computation time may take several seconds.
- Where there is a discrepancy between visible and colliding terrain shapes object and avatar collisions may appear incorrect.
- Fix for PATHBUG-77 "llCastRay returns RCERR_CAST_TIME_EXCEEDED until the sim is rebooted"
- Avatars which are sitting on an object can no longer freeze it by selecting it, if they don't have permission to freeze it while standing.
- More details about pathfinding can be found at http://wiki.secondlife.com/wiki/Pathfinding and its linked pages
- Known Issues
- Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)
- Certain small physical objects can fall through the terrain surface
- Mesh objects (such as vehicles) cannot physically cross from a pathfinding region into a non-pathfinding region, due to the upgrade to a newer version of the Havok physics engine
- After the terrain is edited, the physics engine several needs to 'rebake' the terrain to reflect the new shape, due to the new physics modeling system.
- PATHBUG-122 Ground Sit in a pathfinding region causes appearance to not match real location
- PATH-784 Editing the shape parameters of PHYSICS_SHAPE_TYPE_NONE child prims in navmeshy linksets via build tool incorrectly cause the navmesh to be marked dirty
- PATH-651 Pathfinding characters silently fail when crossing into a region with dynamic_pathfinding disabled
- PATH-630 llSetLocalRot() fails in the root prims of characters
- PATH-538 Character mass as reported by LSL scripts is bogus
- PATH-536 The simulator allows navmesh-contributing objects to be worn as attachments, which causes navmesh properties on the object to be reset.
- PATH-351 Ugly avatar animations are triggered when terraforming terrain that an avatar is standing on
- PATH-345 path_update event is not triggered (with parameters 0, then 1) when object crosses region boundary into the north or east and FORCE_DIRECT_PATH=TRUE
- This project is also on LeTigre:
12.06.18.259948
- Scheduled 2012-06-20
- This channel contains new simulator changes to help with infrastructure projects.
- Bug Fixes:
- 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
- SVC-8004: Region server names now include backslashes, apparently escaping the space that follows.
- SVC-7598: Error fetching server release notes URL.
- This is also on LeTigre channel:
12.06.06.259024
- This is a "maint-server" deploy. scheduled 2012-06-13
- Features
- No new features.
- Bug Fixes
- SVC-7902: Problem of not being able to rez on my land continues
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.06.04.258757
12.06.04.258763
- This is a "maint-server" deploy. scheduled 2012-06-05
- Features
- No new features.
- Bug Fixes
- SVC-7902: Problem of not being able to rez on my land continues
12.06.04.258754
- This is an emergency deploy to fix a security issue. scheduled 2012-06-04
- Features
- No new features.
- Bug Fixes
- Fixes a griefing vector.
12.05.25.258071
- This is the "Experience Tools" project. scheduled 2012-05-30
- Three new LSL functions:
- NOTE: the new LSL functions work with the current runtime permissions system and are precursor to future work with experience permissions. More information about the runtime permission is here: PERMISSION_TELEPORT.
- These functions only work only on Magnum RC regions and not grid wide.
- This channel will have Region Idling enabled.
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed a crashing bug.
- Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527
12.05.11.256527
- This is the "Threaded Region Crossing" project. scheduled 2012-05-23
- This channel will have Region Idling enabled.
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed a crashing bug.
- Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527
12.05.11.256527
- This is the "Threaded Region Crossing" project. scheduled 2012-05-16
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed a crashing bug.
- Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.05.11.256527
12.05.07.255857
- This is the "Threaded Region Crossing" project. scheduled 2012-05-09
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Also on BlueSteel: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.05.07.255857
- Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.05.07.255857
12.04.30.255166
- This is a maint-server deploy.
- Scheduled 2012-05-02
- Features
- New PRIM_SLICE value can be used in llGetLinkPrimitiveParams() and similar functions to set the slice value for prims that support slice values.
- HTTP_BODY_MAXLENGTH has been added to llHTTPRequest() allowing return body sizes up to 4k for LSO and 16k for Mono scripts
- New LSL llGetRegionAgents() function returns a list of all agent keys on the region
- Bug Fixes
- SCR-15: Add flag parameter [vector slice] to llSetPrimitiveParams PRIM_TYPE flags PRIM_TYPE_BOX, PRIM_TYPE_CYLINDER, and PRIM_TYPE_PRISM
- SVC-680: Increase HTTP Response body size from 2048 to 4096 or larger
- SVC-5488: llGetRegionAgents() -- returns list of agent keys in the current region
- SVC-6894: Excessive EnableSimulator message spamming to viewers
- SVC-7307: creation of scripts gets a nice error
- SVC-7845: Group Notices not working on Magnum 12.04.13.253827
- New Bug Fixes
- Fixed an issue with attachments.
- Also on BlueSteel: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.04.30.255166
- Also on LeTigre: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.04.30.255166
12.04.20.254297
- This is a maint-server deploy.
- Scheduled 2012-04-25
- Features
- New PRIM_SLICE value can be used in llGetLinkPrimitiveParams() and similar functions to set the slice value for prims that support slice values.
- HTTP_BODY_MAXLENGTH has been added to llHTTPRequest() allowing return body sizes up to 4k for LSO and 16k for Mono scripts
- New LSL llGetRegionAgents() function returns a list of all agent keys on the region
- Bug Fixes
- SCR-15: Add flag parameter [vector slice] to llSetPrimitiveParams PRIM_TYPE flags PRIM_TYPE_BOX, PRIM_TYPE_CYLINDER, and PRIM_TYPE_PRISM
- SVC-680: Increase HTTP Response body size from 2048 to 4096 or larger
- SVC-5488: llGetRegionAgents() -- returns list of agent keys in the current region
- SVC-6894: Excessive EnableSimulator message spamming to viewers
- SVC-7307: creation of scripts gets a nice error
- Avatar Fly Height Restriction is being raised to 5,000m.
- New Bug Fixes
- SVC-7845: Group Notices not working on Magnum 12.04.13.253827
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.04.12.253726
12.04.13.253827
- This is a maint-server deploy.
- Scheduled 2012-04-18
- Features
- New PRIM_SLICE value can be used in llGetLinkPrimitiveParams() and similar functions to set the slice value for prims that support slice values.
- HTTP_BODY_MAXLENGTH has been added to llHTTPRequest() allowing return body sizes up to 4k for LSO and 16k for Mono scripts
- New LSL llGetRegionAgents() function returns a list of all agent keys on the region
- Bug Fixes
- SCR-15: Add flag parameter [vector slice] to llSetPrimitiveParams PRIM_TYPE flags PRIM_TYPE_BOX, PRIM_TYPE_CYLINDER, and PRIM_TYPE_PRISM
- SVC-680: Increase HTTP Response body size from 2048 to 4096 or larger
- SVC-5488: llGetRegionAgents() -- returns list of agent keys in the current region
- SVC-6894: Excessive EnableSimulator message spamming to viewers
- SVC-7307: creation of scripts gets a nice error
- Avatar Fly Height Restriction is being raised to 5,000m.
12.03.30.252593
- This is the same code that is on the main channel.
- Scheduled 2012-04-11
- The explicit ban height for parcels is being raised to 5000m. 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.
- This is on all RC channels.
12.03.30.252637
- This is again the "threaded region crossing" project. scheduled 2012-04-04
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed some crash modes that were discovered in the previous iteration of this project
- Fixed new crash modes.
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.03.26.252149
12.03.25.252046
- This is again the "threaded region crossing" project. scheduled 2012-03-28
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed some crash modes that were discovered in the previous iteration of this project
- Fixed new crash modes.
12.03.20.251556
- This is again the "threaded region crossing" project. scheduled 2012-03-21
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- Fixed some crash modes that were discovered in the previous iteration of this project
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991
- This version is on all 3 RC channels, this week
12.02.24.249991
- This was rolled back to this code on 2012-03-08
- This is a server maintenance project
- Bug Fixes
- SVC-7631 New rate throttle on llGiveInventory. The throttle was loosened to 2.5k events per 15 minutes, double the previous value.
- SVC-7660 http_request() fails to trigger on RC Magnum 12.01.27.248571
- Fixed some other miscellaneous bugs, including a few crashers
- 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
12.03.02.250419
- This is again the "threaded region crossing" project scheduled 2012-03-07
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- The ghosting issue has been patched.
- Fixed some cases in which avatars got 'stuck' and couldn't TP
- Merged with Server Trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.02.24.249991
12.02.28.250112
- This "threaded region crossing" project scheduled 2012-02-29
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- The ghosting issue has been patched.
- Fixed some cases in which avatars got 'stuck' and couldn't TP
12.02.21.249728
- This "threaded region crossing" project scheduled 2012-02-22
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- The ghosting issue has been patched.
12.02.02.248748
- This "threaded region crossing" project scheduled 2012-02-15
- Features
- Prototype threaded region cross for agents. Uses the new threaded RPC/thread state machine mechanism.
- Bug Fixes
- The ghosting issue has been patched.
12.02.06.248938
- This "maint-server" project scheduled 2012-02-08
- Improved performance for the following functions in LSL scripts compiled to Mono:
- Bug Fixes
- SCR-121 Entire sim (65,536sq.m.) owned by group, llGetParcelMaxPrims(llGetPos(), TRUE) Returning odd number.
- SVC-7348 moving_end() event executes on moving, script-rezzed physical objects
- SVC-7443 Telehubs overridden if teleporting a friend/avatar to a region where telehub exists outside of the telehub area
- Fixed 1 simulator crash related to the physics engine
- Made improvements in code for starting and stopping regions
- Internal code improvements with better memory management and more efficient object updates
- 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.
- Fixed a script crasher in llList2List.
- SVC-7650 Color change not applied correctly on cylinder when number of faces is change by altering prim properties.
- Fixed another problem that broke some sims.
- This code is also on BlueSteel and LeTigre.
- https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.02.06.248938
- https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.02.06.248938
12.01.27.248571
- This "maint-server" project scheduled 2012-02-01
- Improved performance for the following functions in LSL scripts compiled to Mono:
- Bug Fixes
- SCR-121 Entire sim (65,536sq.m.) owned by group, llGetParcelMaxPrims(llGetPos(), TRUE) Returning odd number.
- SVC-7348 moving_end() event executes on moving, script-rezzed physical objects
- SVC-7443 Telehubs overridden if teleporting a friend/avatar to a region where telehub exists outside of the telehub area
- Fixed 1 simulator crash related to the physics engine
- Made improvements in code for starting and stopping regions
- Internal code improvements with better memory management and more efficient object updates
- 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.
- Fixed a script crasher in llList2List.
- This code is also on BlueSteel and LeTigre.
- https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/12#12.01.27.248571
- https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/12#12.01.27.248571
12.01.24.248357
- This "maint-server" project scheduled 2012-01-25
- Features
- New LSL function integer llSetRegionPos(vector position)
- The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.
- Returns 1 if the object is successfully placed within 0.1 m of position.
- Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
- Returns 0 and does not move the object if the object is dynamic (has physics enabled).
- Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.
- 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.
- "frame_number" option added to llGetEnv()
- Returns an integer that represents the current 'frame' of the simulator. Generally only useful for specific debugging cases.
- Bug Fixes
- SVC-7466 A notecard holds more data than a script can read
- SVC-7520 Keyframe motion doesn't move towards the correct position when specified time is not an exact multiple of 1/45 seconds
- SVC-7485 llSetKeyframedMotion cannot stop animation if none is running ... sounds less important than it is ...
- SVC-7493 Weird mesh land impact issue
- Fixed several simulator crash bugs and potential memory leaks.
- Fixed a notecard crashing bug.
- SVC-7613 Greatly increased network activity since the 1/18/12 RC channel rolling restart
- SVC-7608 Sims are not visible when diagonally opposed. (this was not a simulator-side fix, but the bug was originally visible only in the previous iteration of this project)
12.01.13.247734
- This "maint-server" project scheduled 2012-01-18
- The project originally here had a script crashing issue and was rolled to the same RC code on the other channels.
- Features
- New LSL function integer llSetRegionPos(vector position)
- The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.
- Returns 1 if the object is successfully placed within 0.1 m of position.
- Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
- Returns 0 and does not move the object if the object is dynamic (has physics enabled).
- Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.
- 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.
- "frame_number" option added to llGetEnv()
- Returns an integer that represents the current 'frame' of the simulator. Generally only useful for specific debugging cases.
- Bug Fixes
- SVC-7466 A notecard holds more data than a script can read
- SVC-7520 Keyframe motion doesn't move towards the correct position when specified time is not an exact multiple of 1/45 seconds
- SVC-7485 llSetKeyframedMotion cannot stop animation if none is running ... sounds less important than it is ...
- SVC-7493 Weird mesh land impact issue
- Fixed several simulator crash bugs and potential memory leaks.
- Fixed a notecard crashing bug.
12.01.06.247303
- This "maint-server" project scheduled 2012-01-11
- Bug Fixes
- SVC-7540 Offline email notifications received but never delivered on login.