Difference between revisions of "Server Beta User Group"
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*2013 | *2013 | ||
** June | ** June | ||
*** [[Beta_Server_Office_Hours/Minutes/2013-06-13 | 2013-06-13]] | |||
*** [[Beta_Server_Office_Hours/Minutes/2013-06-06 | 2013-06-06]] | *** [[Beta_Server_Office_Hours/Minutes/2013-06-06 | 2013-06-06]] | ||
** May | ** May |
Revision as of 15:11, 13 June 2013
This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Maestro Linden. Please contact him on AGNI for more information. You can join the Second Life Beta group for updates.
The next meeting is Thursday, June 13 2013, 3PM PDT at Morris🖈 on the preview grid, ADITI.
- Join the email list - sign up here: https://lists.secondlife.com/cgi-bin/mailman/listinfo/server-beta
Agenda
Updates
- The main channel was updated with last week's mini server maintenance project
- Release_Notes/Second_Life_Server/13#13.05.31.276748
- This project fixed a crash mode, and also fixed an issue in which multiple avatars would be disconnected from a simulator simultaneously, and in which LSL HTTP-in URLs would be dropped (BUG-2564)
- Magnum is on the same interest list project
- Release_Notes/Second_Life_RC_Magnum/13#13.06.07.277164
- This project aims to improve scene loading times
- The update for this week fixed two bugs that were reported against earlier versions of the RC
- BlueSteel and LeTigre were briefly on a new server maintenance project, but this was rolled
backsideways after some bad bugs were discovered- 13.06.06.277104 only lasted a few hours
- One issue was that parcels which were configured to allow build but not object entry for a given user did not allow rezzing from avatar or object inventory (BUG-2850)
- Another issue (probably from the same cause) was that rezzing in some group-owned parcels required your avatar to have the parcel's group active, which is not usually a requirement (BUG-2844)
- Both channels were rolled to 13.06.07.277164, which is the same version as Magnum
- 13.06.06.277104 only lasted a few hours
Upcoming Stuff
Interesting Stuff
Any Other Items
A question about llSetLinkTextureAnim function. The function is able to start texture animation on multiple prims at same moment. Does the animation on different prims runs than synchronously, i.e. is it ensured, that, when say the animation uses frames, the corresponding frames (i.e. with same v,h numbers) are shown on the prim faces in request, or the animations can get out of sync on the involved prims and faces?
I guessed it will get out of sync because after a teleport to a place with linkset, the prims are load and shown at different moment. But in a test, the linkset was animated synchronously. Was this by chance, or there is a mechanism built in this function ensuring the animations are played in sync. When there is no such mechanim, i'd like to suggest a function that ensures this. This might allows special installations for clubs or interesting environments without needs of enforced synchronization by script. Jenna Felton 12:48, 9 June 2013 (PDT)
Open Items
Minutes from Previous Meetings
- 2013
- June
- May
- April
- March
- February
- January
- 2012
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- 2011
- December
- November
- 2010-11-24 *NO MEETING* Happy Thanksgiving!
- 2011-11-17
- 2011-11-10
- 2011-11-03
- October
- September
- August
- 2011-08-25
- 2011-08-18 *No meeting. Oskar was on vacation*
- 2011-08-11
- 2011-08-04
- July
- June
- May
- April
- March
- February
- January
- 2010
- December
- 2010-12-30 *NO MEETING*
- 2010-12-23 *NO MEETING*
- 2010-12-16
- 2010-12-09
- 2010-12-02
- November
- 2010-11-25 *NO MEETING* Happy Thanksgiving!
- 2010-11-18
- 2010-11-11
- 2010-11-04
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- December
- 2009
- December
- November
- October