Release Notes/Second Life RC Magnum/11

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11.08.02.******

  • This is the "Scripting maint-server" project. scheudled 2011-08-02
    • New Features
      • Allow scripters to set a lower memory limit on mono scripts
        integer llSetMemoryLimit(integer limit) Set the maximum memory a script can use to limit.
      • Ability to set prim media on linked prims without sleeping the script.
        integer llSetLinkMedia(integer link, integer side, list params) Equivalent to llSetPrimMediaParams called on link prim in the link set.
        list llGetLinkMedia(integer link, integer side, list params) Equivalent to llGetPrimMediaParams called on link prim in the link set.
        integer llClearLinkMedia(integer link, integer side) Equivalent to llClearPrimMedia called on link prim in the link set.
      • llSetLinkCamera
        llSetLinkCamera(integer link, vector eye, vector at) Equivalent to calling both llSetCameraEyeOffset and llSetCameraAtOffset on link prim in the link set.
      • Allow HTML in llHTTPResponses to browsers embedded in viewers for content you own
        llSetContentType(key request_id, integer content_type)
        • CONTENT_TYPE_TEXT (default) "text/plain"
        • CONTENT_TYPE_HTML "text/html", only valid for embedded browsers on content owned by the person viewing. Falls back to "text/plain" otherwise.
      • Extend llGetLocalPos function to llGet*PrimitiveParams under PRIM_POS_LOCAL
        PRIM_POS_LOCAL Sets and gets the 'local' position via llSetLinkPrimitiveParamsFast and related.
      • llLinkSitTarget, llAvatarOnLinkSitTarget
        llLinkSitTarget(integer link, vector offset, rotation rot) Equivalent to calling llSitTarget on link prim in the link set.
        key llAvatarOnLinkSitTarget() Equivalent to calling llAvatarOnSitTarget on link prim in the link set.
      • Add llSetVelocity() and llSetAngularVelocity() functions to LSL
        llSetVelocity(vector force, integer local)
        llSetRotationalVelocity(vector force, integer local)
      • Add ability for llSetLinkPrimitiveParams* and llGetLinkPrimitiveParams functions to switch link targets
        [PRIM_LINK_TARGET, integer link_num] Will cause subsequent parameters to effect link_num prim independent of original prim being effected. Compatible with all PrimParams functions.
    • Bug Fixes
      • Fix for SVC-7060 "Reliable message RevokePermissions does not revoke permissions on objects that have been granted PERMISSION_TRIGGER_ANIMATION"
      • Fix for llDialog spamming that cripples the viewer.
      • Fix to make shift copying copy all prim properties.
      • Fix to prevent LSL scripts from using non-finite numbers in physical functions.

11.07.26.236927

11.07.19.236065

  • This is the "HomeStead Performance Improvement" project. deployed 2011-07-20

11.07.11.235326

11.07.11.235385

  • This is the "HomeStead Performance Improvement" project. deployed 2011-07-13

11.06.28.234198

  • This is the "mesh-prep 2" project. deployed 2011-06-29
  • We have taken the latest development changes from the mesh development branch and merged them in with this code. This gets us closer to releasing mesh.
    • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • Parcel prim accounting code has been overhauled.
  • llCastRay() function included but disabled.

11.06.16.233094

  • This is the "mesh-prep" project. scheduled 2011-06-22
  • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • llCastRay() function included but disabled.
  • This code is also deployed to LeTigre.

11.06.14.232906

11.06.07.232243

  • This is the "mesh-prep" project. deployed 2011-06-08
  • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • llCastRay() function included but disabled.
  • merged with server trunk: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.05.31.231546

11.05.31.231501

  • This is the "mesh-prep" project. deployed 2011-06-01
  • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.
  • 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

11.05.23.230743

  • This is the "mesh-prep" project. deployed 2011-05-25
  • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.
  • Fix to allow services to start properly after deployment of new code.

11.05.05.228940

  • This is the "mesh-prep" project. deployed 2011-05-19
  • Included are infrastructure and framework changes to support the release of mesh.
    • This release does not include any mesh functionality.
  • Havok physics engine updated.
    • 10 cm gap between colliding objects has been removed for some objects
      • For convex prims (with or without physics) and for concave prims (without physics), the 10cm gap has been removed wherever possible.
      • For small prims ( <~0.2m on a side ) it can't be completely removed so those objects may still exhibit a gap, but it will typically be smaller than it was before the change.
    • Complete overhaul of physics shape construction and management
  • llCastRay() function included but disabled.
    • Scripts will compile but will not generate results.

11.05.05.228940

  • Andrew's "maint-server" project. deployed 2011-05-09
  • 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.

11.04.22.227477

11.04.19.226960

  • Monty's "Fast Assets" project, scheduled 2011-04-20
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.12.226461

11.04.12.226476

  • Monty's "Fast Assets" project, deployed 2011-04-13
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.
  • merged with server trunk. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.05.225793

11.04.05.225780

  • Monty's "Fast Assets" project, scheduled 2011-04-06
  • Higher asset request concurrency for downloads issued by the simulator.
    • Allows concurrent simulator asset downloads from the asset backend.
    • Greatest improvement where regions have long download queue sizes
    • Lower request latency for non-texture requests particularly
    • Textures (HTTP and UDP) mostly unchanged
  • More fair queuing behavior for non-texture assets
    • Non-texture requests are serviced in order of receipt rather than last-in-first-out.

11.03.29.225234

11.03.22.224766

11.03.16.224235

11.03.15.223994

11.03.08.223072

  • "Estate Transfer Limits" project, scheduled 2011-03-09
  • This project implements adjusted behaviour limiting L$, IM, and object transfer for accounts who are limited to estates.

11.03.01.222364

  • "server-maint" project, deployed 2011-03-02
  • Bugs Fixed
    • SVC-6781: Duplicating old attachments does not copy attachment point/position/rotation info
    • Some people may notice a slight improvement in regions with heavy object creationg/deletion. (Maestro claims he saw his object-creation benchmark speed up from 14 obj/sec to 17 obj/sec. Nothing was changed in object creation, however we did clean up object deletion, and Maestro's benchmark deletes objects as fast as they are created.)
  • merged with Kelly's "mono2-aware" branch. - https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.02.22.221781

11.02.22.221834

  • "server-maint" project, deployed 2011-02-23
  • Bugs Fixed
    • SVC-6781: Duplicating old attachments does not copy attachment point/position/rotation info
    • Some people may notice a slight improvement in regions with heavy object creationg/deletion. (Maestro claims he saw his object-creation benchmark speed up from 14 obj/sec to 17 obj/sec. Nothing was changed in object creation, however we did clean up object deletion, and Maestro's benchmark deletes objects as fast as they are created.)

11.02.15.221184

  • Update to Maint Server, scheduled 2011-02-15
  • Display Names merged in.
  • Features
    • Threaded Rez will also be making a come-back (last seen here).
      A few non-thread-safe functions were preventing it from being enabled at the original deployment. These have since been fixed.

11.02.08.220626

  • Update to Maint Server, scheduled 2011-02-08
  • Interest List merged in.
  • Features
    • Threaded Rez will also be making a come-back (last seen here).
      A few non-thread-safe functions were preventing it from being enabled at the original deployment. These have since been fixed.

11.02.01.220141

  • "Maint Server" project, deployed 2011-02-02
  • Bugs Fixed
    • SVC-6678: Changing Regions Very fast Causes "No Valid Agent ID"
    • SVC-6723: Scripted and linked objects not behaving properly when crossing parcel boundaries
    • Simulator crash modes fixed

11.01.25.219665

  • Display Names bug fixes, deployed 2011-01-26
  • Bug Fixes

11.01.14.219134

11.01.11.218847

  • "Centrals Supreme" project deployed 2011-01-12
  • Features
    • This is a bundle of a 3 updates to our "central servers." The Centrals, as we call them, are all the various machines that do things besides simulating regions. The three updates are:
      1. Mapserver: a minor update to the machine that generates the region images that you see on the World Map
      2. Inventory API: you may remember that this service was deployed a few weeks ago. We've since had to disable it due to conflicts with older viewers. This deploy is to add a version number to the API capability that the sims hand out, thereby making it only accessible to newer viewers that can properly interact with it. Older viewers will use the legacy inventory protocol that has been on the grid since the dawn of time.
      3. Region Conductor: this is the services that decides which simulator to put regions on. When your region is down, either from a restart, crash, or whatever, the region conductor finds an empty sim to start it up on. The chagnes here are to improve the efficiency of how regions are placed on sims.