Release Notes/Second Life RC Magnum/12

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12.12.10.267913

  • This is a maint-server project
  • Scheduled 2012-12-12, for RC Magnum
  • This version is a superset of the changes found on the other RC channels, which have version 12.12.05.267700
  • New Features
  • Bug Fixes
    • Numerous crash fixes around mesh and physics subsystems
    • The 500 byte limit for profile text is being enforced better. Previously there were a ways to make profile entries larger than the limit, which could cause problems.
    • Additional crash fixes
  • Fixes since 12.11.21.267232
    • Fixed a bug: parcels cannot be deeded to the group (BUG-927 )
    • Fixed a bug: offline emails triggered by scripted object IMs are missing the message (BUG-916)
    • Fixed a bug: offline emails triggered by scripted object IMs have the wrong avatar name in the email "To:" field
  • Fixes since 12.11.29.267443
    • Fixed a bug: offline IMs from objects to their owners would not trigger offline email (BUG-1002)
    • Fixed a bug: group member ejection notice to group owner has garbled text (BUG-1027)

12.11.29.267443

  • This is a maint-server project
  • Scheduled 2012-12-05, for RC BlueSteel, RC LeTigre, and RC Magnum
  • New Features
  • Bug Fixes
    • Numerous crash fixes around mesh and physics subsystems
    • Additional crash fixes
  • Fixes since RC Magnum 12.11.21.267232
    • Fixed a bug: parcels cannot be deeded to the group (BUG-927 )
    • Fixed a bug: offline emails triggered by scripted object IMs are missing the message (BUG-916)
    • Fixed a bug: offline emails triggered by scripted object IMs have the wrong avatar name in the email "To:" field

12.11.21.267232

12.11.09.266804

  • This is a maint-server project
  • Scheduled 2012-11-14, for RC BlueSteel, RC LeTigre, and RC Magnum channels
  • New Features
    • Linksets or single objects which have bounding boxes larger than 64m (in any dimension) are prevented from being rezzed if rezzing would cause the object to collide with an avatar (excluding the object owner). (BUG-166)
  • Bug Fixes
    • Script Time in the Statistics Bar now correctly shows 0ms when scripts are disabled in the sim (BUG-311)
    • Script error messages now include information about the object's root prim, when certain operations fail due to the object's pathfinding setting (PATHBUG-198)
    • Other misc. fixes, including crash fixes
  • Changes since 12.11.05.266580
    • Fixed a crash mode that was introduced with 12.11.05.266580 (the previous version of this project)

12.11.02.266530

  • This is a maint-server project.
  • Scheduled 2012-11-07
  • New features
    • Added llGetObjectDetails() flags OBJECT_ROOT and OBJECT_ATTACHED_POINT
      • OBJECT_ROOT returns the id of the root prim of the object's linkset
        • If called on an avatar, returns the id of the root prim of the linkset the avatar is sitting on (or the avatar's own id if the avatar is not sitting on an object within the region)
        • Return type is a Key
      • OBJECT_ATTACHED_POINT returns the attachment point to which the object is attached
        • Returns 0 if the object is not an attachment (or is an avatar, etc)
        • Return type is an Integer
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
  • Bug Fixes
    • llSensor() issue fixed
    • Fixed an issue with group info loading
    • Fixed Linkability distance rules
    • Fix for large group member loading failures (SVC-4968). This provides a new capability to viewers to fetch member lists for large groups.
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.
    • Changes since 12.10.29.266360

12.10.29.266360

  • This is a maint-server project.
  • Scheduled 2012-11-01
  • New features
  • Bug Fixes
    • llSensor() issue fixed
    • Fixed an issue with group info loading
    • Linkability distance rules are broken
    • Group won't load - too many members. This provides a new capability to viewers to fetch member lists for large groups.
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.

12.10.19.266079

12.10.19.266068

  • This project was rolled back because of a showstopper bug.
  • Scheduled 2012-10-24
  • Bug Fixes
    • Linkability distance rules are broken
    • Group won't load - too many members. This provides a new capability to viewers to fetch member lists for large groups.
    • Get the development viewer here:
    • Converted over 50 hard-coded messages on the server to a localizable data format that can be properly displayed in the correct language in the viewer. A future viewer release will contain the messages and tags for translation.
    • Thanks to a newly added capability the simulator can now report information about script permissions granted to objects within a region. A future viewer update will use this.
    • Restored functionality of the Estate Tools, Debug, Disable collisions feature. Invoking this feature will put the affected region into a state with very limited physics. This is useful when trying to untangle performance issues or clear unwanted objects.


12.10.12.265826

  • This is a maint-server project.
  • Scheduled 2012-10-17
  • Bug Fixes
    • Back end infrastructural changes.
      • No intentional change to behavior.
    • The only change from last week's Magnum 12.09.26.265180 is the inclusion of the database access improvement for large groups.


12.09.26.265180

  • This is a maint-server project.
  • Scheduled 2012-10-03
  • Bug Fixes
    • Back end infrastructural changes.
      • No intentional change to behaviour.


12.09.07.264510

  • This is a maint-server project.
  • Scheduled 2012-09-13
  • Bug Fixes


12.09.04.264357

  • This is a maint-server project.
  • Scheduled 2012-09-05
  • Bug Fixes
    • VWR-5044: Attachments only change/inherit the active group when they're "rezzed
    • VWR-25762: group owned objects appear as owned by (nobody) in Top Scripts and Top Colliders
    • VWR-20320: Show in search and set for sale remain enabled after owner changed
    • SVC-7760: Large object instant messages can corrupt returned object location URL making it impossible to determine the object's location.
    • STORM-1840: Searching legacy names in the "Choose Resident" floater with a period returns no result
    • SVC-7525: Selected objects move when a new keyframe motion is started
    • SVC-7793: Scripted agents can't abandon land on private estates
    • SVC-7917: Please automatically unmute avatars who have muted themselves, and prevent this from occuring server-side.
    • SVC-7968: When TPing using a landmark the server sends two TeleportStart packets
    • SCR-247: Scripts created by Residents who are limited to only the General maturity rating do not function as expected when inside an object that the scripter created that is running in a Moderate or Adult region
    • SCR-318: llInsertString & llSubStringIndex support for 4 bytes characters broken since 12.02.06.248938
    • SCR-359: The http_request() event fails to trigger in child prims that do not use llHTTPResponse() after it has received 64 HTTP requests and will not trigger again even if the script is reset.
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-7641: Add object location info to messages, was "Object on land sending excessive messages
    • SVC-8177: There is different behaivior between the RC channels and the main channel involving permissions, objects lose modify permissions
    • SVC-8208: L$ received notification not appearing when on an RC region

12.08.23.263967

  • This is a maint-server Project again.
    • Scheduled 2012-08-29
  • Bug Fixes
    • SVC-7641: Object on land sending excessive messages. The messages sent from the simulator about objects now contain location information, making them easier to find and return. Was "Object on land sending excessive messages"
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released

12.08.17.263676

  • This is a maint-server Project.
    • Scheduled 2012-08-22
  • Bug Fixes
    • SVC-7641: Object on land sending excessive messages. The messages sent from the simulator about objects now contain location information, making them easier to find and return. Was "Object on land sending excessive messages"
    • SVC-8146: llRezAtRoot() does not set correct parameters (for sale) on rezzed object in Second Life RC BlueSteel 12.08.03.263047
    • SVC-8124: Excessive "ParcelOverlay reliable" messages sent by regions since last rolling restart (2012-08-08)
    • SVC-8136: Attachment point pelvis not being released

12.08.14.263480

12.08.06.263116

12.07.31.262785

  • This is the Pathfinding Project.
  • 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 beta viewer [version 3.4.0 (262596) or later] can be used to modify the pathfinding settings in a region: SL Viewer Downloads
      • 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
  • 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.
  • 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
  • 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.
  • 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.
  • 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

12.06.23.260473

  • This is the Pathfinding Project.
  • 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

12.06.18.259948

12.06.06.259024

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.

12.05.11.256527

12.05.11.256527

12.05.07.255857

12.04.30.255166

12.04.20.254297

12.04.13.253827

12.03.30.252593

12.03.30.252637

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

12.03.02.250419

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

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.
  • "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.
  • "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.