Difference between revisions of "Server Beta User Group"

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m (Added request to move UG meeting by +- one hour.)
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* At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 12:29, 11 January 2012 (PST)
* At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 12:29, 11 January 2012 (PST)
* Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: ([[User:FadeOut Razorfen|FadeOut Razorfen]])
* Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: ([[User:FadeOut Razorfen|FadeOut Razorfen]])
* Could you please move your Thursday meeting by +- 1 hour - because it is at the same hour as Oz Linden's User Group meeting in Hippotropolis: https://wiki.secondlife.com/wiki/Open_Development_User_Group (his calendar wasn't updated yet, he moved his meeting to 3PM SLT according to an email to the opensource-dev mailinglist last wednesday). --[[User:MartinRJ Fayray|MartinRJ Fayray]] 13:38, 25 October 2012 (PDT)


= Minutes from Previous Meetings =
= Minutes from Previous Meetings =

Revision as of 13:38, 25 October 2012

This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Oskar Linden. Please contact him on AGNI for more information. You can join the Second Life Beta group for updates.

The next meeting is Thursday, October 18, 2012, 3PM PDT at Morris🖈 on the preview grid, ADITI.


Agenda

Updates

  • Stay tuned after the meeting for a pile on test



  • LeTigre RC Channel
  • This is the server modernization project
  • Features and Changes
    • Updated the Havok physics engine to version 2012.1
    • Enables Havok's "Collision Geometry Optimizer" for the terrain, which simplifies the physics shape of the terrain for improved performance.
      • This can be disabled by region owners and estate managers with the Region Debug Console command "set optimize_terrain false".
    • Includes a new LSL function to access simulator statistics, llGetSimStats.
      • Usage: float llGetSimStats(integer stat_type)
      • Currently, this function accepts only SIM_STAT_PCT_CHARS_STEPPED as its parameter, which returns the % of pathfinding characters skipped each frame, averaged over the last minute. The returned value corresponds to the "Characters Updated" stat in the viewer's Statistics Bar.
    • Includes a new option for llCreateCharacter: CHARACTER_ACCOUNT_FOR_SKIPPED_FRAMES. Default is true to match pre-existing behavior. If set to false, character will not attempt to catch up on lost time when pathfinding performance is low, potentially providing more reliable movement (albeit while potentially appearing to be more stuttery).
    • Changes to pathfinding character throttling, so that characters may be permitted to exceed the previous 50µs limit per frame if there is sufficient spare time available.
    • Added a new parameter to llGetObjectDetails, OBJECT_PATHFINDING_TYPE, which returns the pathfinding setting of any object in the region. It returns an integer matching one of the following new constants:
    • Other internal system changes
  • Known Issues



Upcoming Stuff

  • Large groups fixes on ADITI

Interesting Stuff

Any Other Items

Open Items

  • SVC-4632 - People getting past Estate and Land bans | Critical & 325 (402 as of 8/11/10) votes!
    • Dante has commented on this issue and reopened it.
  • SVC-5925 - Erratic behavior on script rezzed prims set physical
  • SVC-3044 - Debug channel and script error reporting needs a major rethink
    • related to vwr-199 and vwr-7062
    • [15:17] Roberto Salubrius: can we get that standarized pleaaaaaaaaaaaseeeeeeeeee so we can listen to the debug channel whenever there's a problem PLEAAAAAAAAAASEEEEEEE
    • [15:17] Roberto Salubrius: preeeeeeeetty pleaaseeeeee
  • svc-4196 - "Avatar entering sim or rezzing object causes sim to freeze for up to 30 seconds - everything stops for everybody there"
  • wassup with SVC-3895
  • status on SVC-3618 - estate managers unable to freeze / eject
  • status on SVC-1253 - users sitting on prims, which are set to phantom are not affected by damage. | 108 votes!
  • status on SVC-5404 - Vehicles can no longer enter a region if no-object-entry flag is set
  • What is going on with SVC-421 - Cannot delete contents from no-modify objects
  • status on SVC-5880 - Vehicles "Jumping" when crossing prims
  • SVC-5922 -Physics unset on vehicles when seated avatars goes beyond the physical 'prim' limit where agents are counted towards prims
  • SVC-6104 script sim crossing bug
  • SVC-6123 cant catch sphere type exact shape with lsl functions
  • What is the story on the bug that allows the Meeroos food vending scam? Nalates U
  • At what point do you want me document functions that appear here or in the RC release notes? (I won't be attending the meeting but I'll review the transcript) -- Strife (talk|contribs) 12:29, 11 January 2012 (PST)
  • Pathfinding characters got no proper character animation toolkit. Capabilities are limited to sliding bricks, or R2-D2 from "Star Wars" on it's best. If anybody is going to make a decent animation parser from well known animation formats like BVH - its not going to be open sourced, because it requires quite a bit of work on LSL (I'm already half way there). I know that some time people will just get fed up with it and beg Lindens for official tools with proper prim hierarchical rigged character animation capabilites done by SL's animation assets only on viewer side. Whats the loose ETA (year or half precision) on those tools considering that lots of stuff still broken and needs debugging? Come on guys, just say a number on your mind without any promises c: (FadeOut Razorfen)
  • Could you please move your Thursday meeting by +- 1 hour - because it is at the same hour as Oz Linden's User Group meeting in Hippotropolis: https://wiki.secondlife.com/wiki/Open_Development_User_Group (his calendar wasn't updated yet, he moved his meeting to 3PM SLT according to an email to the opensource-dev mailinglist last wednesday). --MartinRJ Fayray 13:38, 25 October 2012 (PDT)

Minutes from Previous Meetings