UPDATE 2008-02-22 12:11pm PST: Well… we thought we had the “can’t land on some prim surfaces” problem resolved by backing out some recent changes. Unfortunately testing showed that this misbehavior still exists. We will have to do some more detailed research to locate the cause of this problem.
When we have a working fix, we will deploy the new version the Beta Preview for a day of community testing, and then afterwards re-deploy to the Early Adopter regions on Second Life. I hope that we can find a solution that will let us do a deploy by mid-week next week, but cannot be sure until we isolate the cause of the problem.
UPDATE 2008-02-21 6:44pm PST: Due to a problem found in the first hour of use in which avatars could not exit flying mode when trying to land on some surfaces, we have reverted the Early Adopter regions and the Beta Preview to the previous version. We will locate the source of this issue, and re-deploy with an updated version as soon as possible. /Sidewinder
Quick StatusThe Beta Preview and 515 Early Adopter regions have been updated to Havok4 Beta Server v22.214.171.124183. Yes, we have over 500 Havok4 Early Adopters (almost 3% of Second Life regions)!
This version resolves another set of key issues, and includes a performance optimization that we hope will make a noticeable difference for regions that have many avatars present. See the “What Has Changed In This Version” section below for the specific list of changes deployed today.
Over the next week we will be deciding on the final integration schedule for our Havok4-based simulator to become the standard Second Life simulator used across the Second Life Grid. I am sure that this statement will raise some questions – here are a few answers to questions that I have been asked in this area:Q: When the schedule has been decided, will you be providing more information about this update?
A: Yes, there will be a more comprehensive blog post once we have finalized the schedule.
Q: Will you keep fixing physics problems after Havok4 is deployed to the Second Life Grid?
A: Yes. The current Havok4 team will be involved through a transition period, after which bug fixes will be moved into the standard bug resolution process.
Q: If I find a problem now, how should I report it?
A: You should create a jira at http://jira.secondlife.com/ and make sure that it is tagged with Component = “Physics” and Affects Version = “Havok4 Beta”. If it is an issue that you think is absolutely earth-shatteringly critical and must be addressed before we roll out Havok4 to the Second Life Grid as a whole, then mark it as “Critical”. Other bugs will be addressed post-rollout through our normal bug resolution process.
Q: What will the final update process look like?
A: The update to Havok4-based simulators will be a standard rolling restart, that from all outside perspectives looks like “any other simulator update” that we have done recently.
Q: But I haven’t tested my stuff on Havok4 – what should I do?
A: You should test your products on the current Havok4 build. To do this, you can download the Havok4 beta viewer from the Test Software page. If you are a region owner and would like your region copied to the Beta Preview so that you can test your complete region build on Havok4, please IM me in-world and I can arrange a schedule slot for you to test.
Q: Will the Havok4-based simulator change anything if I am not a builder or scripter?
A: In most cases, the answer to this question is “no”. We have done months of large scale public beta testing to ensure that as much content as possible continues to work correctly. I can guarantee that there will, however, be some things that may not work, or may work differently. We expect that the number of these cases will be low, and if you have any concerns about your items working on Havok4, PLEASE test them now on the Beta Preview or another Havok4-enabled region. (Per previous discussions, we are not publishing a list of Havok4-enabled regions, at the request of the majority of the region owners. The entire Beta Preview is Havok4-enabled, other than the few regions with “Havok1” in their name.)
What Has Changed In This Version?
Changes in this build include (SVC items were submitted on the public jira issue tracker / DEV items are internally discovered issues / there are a few in this list that were fixed without jira tracking #’s…).
(This build has a few known open issues, but we decided that the fixes were too important to hold the release. These issues will be worked on for the next release):
* Personal Hugger (90 sec), LostDog Hugz Sphere and probably other hugger attachments do not align correctly. This will be fixed for the next update, but is not fixed in this release. The symptom you will see is that hugging avatars may not stop at the right distance and be noticeably too close together. NOTE: Non-hug/contact animations such as dance balls and poseballs are unaffected by this problem.
* Sit targets still need work so that sit positions are more similar to Havok1-based simulators* Descending elevators still suffer jerky motion.
* Avatars slide on prim surfaces marked physical
SVC-1541: Rez-at-root now working properly, so that old linkset order rules are recognized. This particular bug prevented vendors on one region from delivering specific products.
SVC-1089: Avatar inertia no longer ends abruptly while jumping (continued tuning of this bug)SVC-“many” :): llTargetOmega now starts, stops and changes speed while a root or child prim of an attachment. After lots of work on this, we believe that TargetOmega finally really really works, actually more completely than it ever did on Second Life. (Now that I’ve said this, I’m sure you’ll find yet another break case, but please be kind… I think Kelly may throw something out the window if this fix isn’t “really completely done”! Just kidding about that, but we do think this resolution is at the finish line as best we can tell.)
SVC-1468: Megaprims set to physical are no longer phantom for the last 1-2m at the edges
DEV-10469: Max speed for llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <vector>); has been increased from 40 to 256. Now you can get a vehicle to go faster without adding impulses and other tricks. NOTE: We know that this will “break” some older vehicles in that they will go faster on Havok4-based simulators. The clear choice of the beta test group was to enable faster speeds to support better future products in this case.
DEV-10573: Improved performance and FPS of Havok4-based simulators in some high load cases
I want to say a public THANK YOU to Andrew, Kelly and Simon, who are the developers who made this all happen and have tirelessly worked through bugs and issues no matter how complex, and to Dan, our QA lead, who has been relentless (in a good way!) at cross-checking the team’s work and being “brutally honest” about fixes that aren’t really fixed. This is the team that has really made our new Havok4-based simulator happen.
If you happen to see them around, please make sure to thank them for their work.More news soon..