0.9.0.0 Release
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{{Languages|0.9.0.0_Release}} | {{Languages|0.9.0.0_Release}} | ||
− | + | = General = | |
− | + | ||
Welcome to OpenSimulator 0.9.0.0, an open-source multi-user 3D virtual environment and metaverse server platform. | Welcome to OpenSimulator 0.9.0.0, an open-source multi-user 3D virtual environment and metaverse server platform. | ||
As ever, OpenSimulator is a highly complex system. Various usage scenarios (standalone, grid, hypergrid, etc.) in combination with different dependencies (e.g. different versions of mono on Linux/Mac) can sometimes produce unexpected or unstable behaviour. | As ever, OpenSimulator is a highly complex system. Various usage scenarios (standalone, grid, hypergrid, etc.) in combination with different dependencies (e.g. different versions of mono on Linux/Mac) can sometimes produce unexpected or unstable behaviour. | ||
− | If you are upgrading from a previous version of OpenSimulator, then we strongly recommend that you start off with the default configuration files and port over any changes you made to your older version of OpenSimulator. | + | '''If you are upgrading from a previous version of OpenSimulator, then we strongly recommend that you''' '''start off with the default configuration files and port over any changes you made to your older version of OpenSimulator.''' |
− | You can download this release of OpenSimulator from | + | You can download this release of OpenSimulator from http://opensimulator.org/dist |
− | + | = Pivot Release: 0.8.2.1 = | |
Due to database migration renumbering, if you are upgrading from a version of OpenSimulator prior to 0.8.2.1, then you MUST first upgrade to *0.8.2.1* and then proceed to upgrade to 0.9.0.0. | Due to database migration renumbering, if you are upgrading from a version of OpenSimulator prior to 0.8.2.1, then you MUST first upgrade to *0.8.2.1* and then proceed to upgrade to 0.9.0.0. | ||
+ | = Upgrade from 0.8.2.1 = | ||
+ | Install this new version on a clean folder.<br> | ||
+ | Copy OpenSim.ini.example to OpenSim.ini and edit it using your old file only as reference.<br> | ||
+ | Do the same to all ini files on config-include and Regions folders.<br> | ||
+ | You can copy folder assetcache from the 0.8.x version.<br> | ||
+ | If you use SQLite, copy the *.db files also.<br> | ||
+ | Note that floatsamCache is required.<br> | ||
+ | Robust fsassets users need to pay attention to its data folders naming format. 0.9.x defaults to use .../xx/xx/xx/xxxx..... fsassets data files path format. Add UseOsgridFormat = true to section the [AssetService] section of the Robust.ini to change to use .../xxx/xxx/xxxxxx... format, that older versions may had been using. | ||
− | + | = Known Issues = | |
* Mega Regions are no longer supported. Please save your mega regions in OAR files before upgrading. You will be able to load them either on small regions, or on a large region (var region). See help load oar in this new version. Don't hesitate to ask for help on one of our irc channels since it can be a bit confusing process :( | * Mega Regions are no longer supported. Please save your mega regions in OAR files before upgrading. You will be able to load them either on small regions, or on a large region (var region). See help load oar in this new version. Don't hesitate to ask for help on one of our irc channels since it can be a bit confusing process :( | ||
− | * Mesh creators can upload a mesh that will only collide with the default convex hull (physics type PRIM is not available, only NONE or CONVEX | + | * Mesh creators can upload a mesh that will only collide with the default convex hull (physics type PRIM is not available, only NONE or CONVEX). The new physics engine ubODE will honor this option. ODE and Bullet will keep using a visual LOD with this option, so still show the PRIM type, but physics shape type may not work correctly. Please fix the meshes uploaded with this option by mistake, either by uploading again with the correct options or fixing the collisions by adding invisible prims, setting the mesh to type NONE, etc. If that is still impossible, then keep using Bullet. But note then we will also change Bullet in future. |
− | * | + | * ubODE like the older ODE only does single side mesh collisions while Bullet, like SL, does double sided collisions in some cases. Creators doing specialized colliders for physics should take this in consideration. Since in this respect ubODE is the more restricted engine, a collider working on ubODE should also work on Bullet. This version includes some changes also to the external ode library for avatar/mesh collision, but it still displays some instabilities in same corner cases. |
− | * Using | + | * ubODE supports CONVEX on normal prims and sculpts. You may have that set by mistake, and my need to fix it. |
− | * The Physics engine ODE (the original one) is maintained for compatibility purposes only. Please avoid | + | * Using a viewer's physics upload Step2 and Step3 changes the uploaded mesh format. The mesh is simplified and split into a collection of convex parts. This can deform your shape on the viewer side. Uploading without these steps avoids these problems. |
− | * Terrain | + | * The Physics engine ODE (the original one) is maintained for compatibility purposes only. Please avoid creating new content for it. Use it only if your region has a lot of content you can't upgrade now. |
+ | * Terrain Editing Undo is currently disabled. It requires a major revision to support large regions. | ||
+ | * Adding or removing a large selection of users or groups on Region/Estate lists (allowed residents, banned.., Allowed groups and Estate managers) may display incorrect results. Please reopen Region/Estate, or select one at a time. | ||
* For all other outstanding bugs please see the OpenSimulator Mantis bug tracker. | * For all other outstanding bugs please see the OpenSimulator Mantis bug tracker. | ||
− | + | = Requirements = | |
OpenSimulator requires: | OpenSimulator requires: | ||
* .NET Framework 4 when running under Windows. | * .NET Framework 4 when running under Windows. | ||
− | * At least Mono 2.8 when running under Mono (Linux or Mac). However, we recommend using at least Mono 2.10 as Mono 2.8.x has been reported as less stable in some situations when running OpenSimulator. Mono 3 has also been reported as working well with OpenSimulator. | + | * At least Mono 2.8 when running under Mono (Linux or Mac). However, we recommend using at least Mono 2.10 as Mono 2.8.x has been reported as less stable in some situations when running OpenSimulator. Mono 3 has also been reported as working well with OpenSimulator. Mono 4.x series, specially below 4.6 have some issues. Mono 5.x seems to work |
− | + | = Backwards Compatibility Notices = | |
− | + | == Database == | |
+ | == Scripts == | ||
− | + | If you are not installing on a clean folder, then | |
− | + | ||
Scripts may need to be recompiled when upgrading to 0.9.0.0. If you see script errors on the server console, the best course of action is to delete the script dlls that live under the ScriptEngine folder. Note: do not delete the .state files in those folders; all other file extensions can be deleted. | Scripts may need to be recompiled when upgrading to 0.9.0.0. If you see script errors on the server console, the best course of action is to delete the script dlls that live under the ScriptEngine folder. Note: do not delete the .state files in those folders; all other file extensions can be deleted. | ||
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If after this step you still have problems, you may need to delete all contents of ScriptEngine. But note that doing this as last resort makes scripts loose their current state, this can be a problem on some scripts that depend on that state preservation, in particular some commercial products. We do not expect you will need to this on this update, so if uncertain please ask for advice before doing it. | If after this step you still have problems, you may need to delete all contents of ScriptEngine. But note that doing this as last resort makes scripts loose their current state, this can be a problem on some scripts that depend on that state preservation, in particular some commercial products. We do not expect you will need to this on this update, so if uncertain please ask for advice before doing it. | ||
− | + | = Changes and Fixes = | |
− | + | == General Robust Server == | |
+ | == General Simulator Server == | ||
+ | * New experimental InterestManagement features: | ||
+ | ** SimpleAngularDistance added to UpdatePrioritizationScheme options. WIth this option objects and avatars information is prioritized taking in consideration distance and approximate apparent size. | ||
+ | **ObjectsCullingByDistance. Setting this to true objects (not avatars for now) outside view range and not sent and/or are delete to/from viewers. | ||
+ | **Current these options only consider the viewer avatar position, not the camera. | ||
− | + | == Archives == | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
* The Load Oar command now fully supports the loading of (selectable parts of) a var region into a normal sized region as well as loading (selectable parts of) standard regions anywhere into another standard or var region. | * The Load Oar command now fully supports the loading of (selectable parts of) a var region into a normal sized region as well as loading (selectable parts of) standard regions anywhere into another standard or var region. | ||
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* There are some changes to the parameters to Load Oar which are documented here: http://opensimulator.org/wiki/Load_Oar_0.9.0%2B | * There are some changes to the parameters to Load Oar which are documented here: http://opensimulator.org/wiki/Load_Oar_0.9.0%2B | ||
− | + | == Avatars == | |
* A few changes in avatar damage. Lost health now depends on relative velocity on collision | * A few changes in avatar damage. Lost health now depends on relative velocity on collision | ||
+ | * Fixed animation sequencing: SitHere, Falling, Stand/Walk etc. | ||
− | + | == Classifieds == | |
− | + | == Configuration == | |
* New configuration variable under [EntityTransfer]: LandingPointBehavior. Possible values are LandingPointBehavior_OS and LandingPointBehavior_SL. This option exists to control the behavior of teleporting gods into places that have landing points and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for avatars with god permissions; SL lets gods land wherever they want. Default is LandingPointBehavior_OS. | * New configuration variable under [EntityTransfer]: LandingPointBehavior. Possible values are LandingPointBehavior_OS and LandingPointBehavior_SL. This option exists to control the behavior of teleporting gods into places that have landing points and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for avatars with god permissions; SL lets gods land wherever they want. Default is LandingPointBehavior_OS. | ||
− | + | * New config variable DisableFacelights to kill those immersion-breaking, silly vanity lights that destroy nighttime RP. | |
− | + | == Friends == | |
− | + | ||
− | + | * Option to allow friends to see you on the map should now work. | |
+ | * Object editing rights sharing should work better. | ||
+ | == Groups == | ||
− | |||
+ | == Hypergrid == | ||
− | |||
+ | == Instant Messaging == | ||
− | |||
+ | == Inventory == | ||
− | |||
+ | == Map == | ||
− | |||
− | |||
− | |||
− | == | + | == Mesh/Sculpt == |
+ | * See above about upload options and land impact | ||
+ | * Sculpts have physics type None, Prim and Convex in ubODE | ||
+ | == Monitoring == | ||
− | |||
− | |||
− | === | + | == NPC == |
+ | * New options available, see NPC section in opensim.ini.example | ||
+ | |||
+ | == Objects == | ||
* Land Impact is now displayed for relative information purposes only. It is not used to enforce any limits. | * Land Impact is now displayed for relative information purposes only. It is not used to enforce any limits. | ||
− | * Sits on prims without a SitTarget improved if using | + | * Sits on prims without a SitTarget improved if using ubODE |
− | * Objects rez location improved if using | + | * Objects rez location improved if using ubODE |
+ | * All objects now support CONVEX physics shape type if using ubODE | ||
− | == | + | == Permissions == |
− | * | + | * Creation of wearables and animation sets now require creator rights on the referenced items/assets |
− | + | ||
− | + | ||
− | == | + | == Physics == |
+ | * BulletSim is the default physics engine with updates to support better vehicle crossings and different default collisions sounds intensity introduced with ubODE. | ||
+ | * ODE Now supports variable-sized regions. | ||
+ | * New ODE-based physics module: ubODE. This came from the Avination grid and is designed to support more advanced physics features. | ||
− | == | + | == Profiles == |
− | * | + | * NPCs can now have a tiny profile |
+ | |||
+ | == Region/Estates/Parcels == | ||
+ | |||
+ | * Parcel privacy: viewer option for Avatar on other parcels to see and chat with avatars on this parcel is now supported | ||
+ | |||
+ | == Region Cross/Teleport == | ||
− | |||
* Objects and avatars region Crossing improved | * Objects and avatars region Crossing improved | ||
* Scripted vehicle crossings are now supported in both Bullet and ubODE physics engines. | * Scripted vehicle crossings are now supported in both Bullet and ubODE physics engines. | ||
− | * Teleport landing height changes if using | + | * Teleport landing height changes if using ubODE (and with no telehub or landpoint set) so landing is on top of objects on that location, not inside them. (a side effect is that you may land on roof tops not inside some buildigs) |
− | + | == Scripting == | |
− | * llCastRay: with ubODE, this function is performed by it with improved performance and more accurate results. according the to physical representation of the objects. | + | * llCastRay: with ubODE, this function is performed by it with improved performance and more accurate results. according the to physical representation of the objects. |
− | * | + | * new bento attachment points added to LSL |
− | llSetAnimationOverride, llResetAnimationOverride, llGetAnimationOverride, | + | * Several new LSL and OSSL functions added like: llSetAnimationOverride, llResetAnimationOverride, llGetAnimationOverride, osSetHealRate, osGetHealRate, etc. Please see http://opensimulator.org/wiki/LSL_Status |
− | + | ||
− | + | == Services == | |
− | + | == Sound == | |
− | + | ||
− | + | * Several changes on default collision sounds. Intensity is now related to relative velocity on collision | |
− | * | + | |
− | === | + | == Stats == |
+ | |||
+ | * Region stats displayed by viewers are by default back to the normalized 55fps on an idle region, independent of region actual configuration. You can see measured times by setting the option Normalized55FPS to false (read OpenSimDefaults.ini). Keep in mind these stats where not designed to profile OpenSim. Do not try to use them for profiling without a much deeper consideration of OpenSim's multitasking nature. | ||
+ | |||
+ | == Terrain == | ||
* Terrain bake is now supported | * Terrain bake is now supported | ||
+ | * Terrain edition Undo temporary disabled. | ||
− | + | == Voice == | |
− | + | ||
− | + | * No significant changes in this release. | |
+ | == Tests == | ||
+ | * New test dll for checking permission issues OpenSim.Tests.Permissions.dll | ||
− | + | = Acknowledgements = | |
Many, many thanks to all the developers, testers and community members who contributed to this release and who help out with OpenSimulator generally. Your hard work makes this all possible. | Many, many thanks to all the developers, testers and community members who contributed to this release and who help out with OpenSimulator generally. Your hard work makes this all possible. | ||
[[Category:Release Notes]] | [[Category:Release Notes]] |
Latest revision as of 08:20, 9 December 2022
[edit] General
Welcome to OpenSimulator 0.9.0.0, an open-source multi-user 3D virtual environment and metaverse server platform.
As ever, OpenSimulator is a highly complex system. Various usage scenarios (standalone, grid, hypergrid, etc.) in combination with different dependencies (e.g. different versions of mono on Linux/Mac) can sometimes produce unexpected or unstable behaviour.
If you are upgrading from a previous version of OpenSimulator, then we strongly recommend that you start off with the default configuration files and port over any changes you made to your older version of OpenSimulator.
You can download this release of OpenSimulator from http://opensimulator.org/dist
[edit] Pivot Release: 0.8.2.1
Due to database migration renumbering, if you are upgrading from a version of OpenSimulator prior to 0.8.2.1, then you MUST first upgrade to *0.8.2.1* and then proceed to upgrade to 0.9.0.0.
[edit] Upgrade from 0.8.2.1
Install this new version on a clean folder.
Copy OpenSim.ini.example to OpenSim.ini and edit it using your old file only as reference.
Do the same to all ini files on config-include and Regions folders.
You can copy folder assetcache from the 0.8.x version.
If you use SQLite, copy the *.db files also.
Note that floatsamCache is required.
Robust fsassets users need to pay attention to its data folders naming format. 0.9.x defaults to use .../xx/xx/xx/xxxx..... fsassets data files path format. Add UseOsgridFormat = true to section the [AssetService] section of the Robust.ini to change to use .../xxx/xxx/xxxxxx... format, that older versions may had been using.
[edit] Known Issues
- Mega Regions are no longer supported. Please save your mega regions in OAR files before upgrading. You will be able to load them either on small regions, or on a large region (var region). See help load oar in this new version. Don't hesitate to ask for help on one of our irc channels since it can be a bit confusing process :(
- Mesh creators can upload a mesh that will only collide with the default convex hull (physics type PRIM is not available, only NONE or CONVEX). The new physics engine ubODE will honor this option. ODE and Bullet will keep using a visual LOD with this option, so still show the PRIM type, but physics shape type may not work correctly. Please fix the meshes uploaded with this option by mistake, either by uploading again with the correct options or fixing the collisions by adding invisible prims, setting the mesh to type NONE, etc. If that is still impossible, then keep using Bullet. But note then we will also change Bullet in future.
- ubODE like the older ODE only does single side mesh collisions while Bullet, like SL, does double sided collisions in some cases. Creators doing specialized colliders for physics should take this in consideration. Since in this respect ubODE is the more restricted engine, a collider working on ubODE should also work on Bullet. This version includes some changes also to the external ode library for avatar/mesh collision, but it still displays some instabilities in same corner cases.
- ubODE supports CONVEX on normal prims and sculpts. You may have that set by mistake, and my need to fix it.
- Using a viewer's physics upload Step2 and Step3 changes the uploaded mesh format. The mesh is simplified and split into a collection of convex parts. This can deform your shape on the viewer side. Uploading without these steps avoids these problems.
- The Physics engine ODE (the original one) is maintained for compatibility purposes only. Please avoid creating new content for it. Use it only if your region has a lot of content you can't upgrade now.
- Terrain Editing Undo is currently disabled. It requires a major revision to support large regions.
- Adding or removing a large selection of users or groups on Region/Estate lists (allowed residents, banned.., Allowed groups and Estate managers) may display incorrect results. Please reopen Region/Estate, or select one at a time.
- For all other outstanding bugs please see the OpenSimulator Mantis bug tracker.
[edit] Requirements
OpenSimulator requires:
- .NET Framework 4 when running under Windows.
- At least Mono 2.8 when running under Mono (Linux or Mac). However, we recommend using at least Mono 2.10 as Mono 2.8.x has been reported as less stable in some situations when running OpenSimulator. Mono 3 has also been reported as working well with OpenSimulator. Mono 4.x series, specially below 4.6 have some issues. Mono 5.x seems to work
[edit] Backwards Compatibility Notices
[edit] Database
[edit] Scripts
If you are not installing on a clean folder, then Scripts may need to be recompiled when upgrading to 0.9.0.0. If you see script errors on the server console, the best course of action is to delete the script dlls that live under the ScriptEngine folder. Note: do not delete the .state files in those folders; all other file extensions can be deleted.
Alternatively, you can set
DeleteScriptsOnStartup = true
run region once, then switch it back to false.
If after this step you still have problems, you may need to delete all contents of ScriptEngine. But note that doing this as last resort makes scripts loose their current state, this can be a problem on some scripts that depend on that state preservation, in particular some commercial products. We do not expect you will need to this on this update, so if uncertain please ask for advice before doing it.
[edit] Changes and Fixes
[edit] General Robust Server
[edit] General Simulator Server
- New experimental InterestManagement features:
- SimpleAngularDistance added to UpdatePrioritizationScheme options. WIth this option objects and avatars information is prioritized taking in consideration distance and approximate apparent size.
- ObjectsCullingByDistance. Setting this to true objects (not avatars for now) outside view range and not sent and/or are delete to/from viewers.
- Current these options only consider the viewer avatar position, not the camera.
[edit] Archives
- The Load Oar command now fully supports the loading of (selectable parts of) a var region into a normal sized region as well as loading (selectable parts of) standard regions anywhere into another standard or var region.
- Parcel data is now dealt with properly and supports rotations just like terrain and objects
- There are some changes to the parameters to Load Oar which are documented here: http://opensimulator.org/wiki/Load_Oar_0.9.0%2B
[edit] Avatars
- A few changes in avatar damage. Lost health now depends on relative velocity on collision
- Fixed animation sequencing: SitHere, Falling, Stand/Walk etc.
[edit] Classifieds
[edit] Configuration
- New configuration variable under [EntityTransfer]: LandingPointBehavior. Possible values are LandingPointBehavior_OS and LandingPointBehavior_SL. This option exists to control the behavior of teleporting gods into places that have landing points and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for avatars with god permissions; SL lets gods land wherever they want. Default is LandingPointBehavior_OS.
- New config variable DisableFacelights to kill those immersion-breaking, silly vanity lights that destroy nighttime RP.
[edit] Friends
- Option to allow friends to see you on the map should now work.
- Object editing rights sharing should work better.
[edit] Groups
[edit] Hypergrid
[edit] Instant Messaging
[edit] Inventory
[edit] Map
[edit] Mesh/Sculpt
- See above about upload options and land impact
- Sculpts have physics type None, Prim and Convex in ubODE
[edit] Monitoring
[edit] NPC
- New options available, see NPC section in opensim.ini.example
[edit] Objects
- Land Impact is now displayed for relative information purposes only. It is not used to enforce any limits.
- Sits on prims without a SitTarget improved if using ubODE
- Objects rez location improved if using ubODE
- All objects now support CONVEX physics shape type if using ubODE
[edit] Permissions
- Creation of wearables and animation sets now require creator rights on the referenced items/assets
[edit] Physics
- BulletSim is the default physics engine with updates to support better vehicle crossings and different default collisions sounds intensity introduced with ubODE.
- ODE Now supports variable-sized regions.
- New ODE-based physics module: ubODE. This came from the Avination grid and is designed to support more advanced physics features.
[edit] Profiles
- NPCs can now have a tiny profile
[edit] Region/Estates/Parcels
- Parcel privacy: viewer option for Avatar on other parcels to see and chat with avatars on this parcel is now supported
[edit] Region Cross/Teleport
- Objects and avatars region Crossing improved
- Scripted vehicle crossings are now supported in both Bullet and ubODE physics engines.
- Teleport landing height changes if using ubODE (and with no telehub or landpoint set) so landing is on top of objects on that location, not inside them. (a side effect is that you may land on roof tops not inside some buildigs)
[edit] Scripting
- llCastRay: with ubODE, this function is performed by it with improved performance and more accurate results. according the to physical representation of the objects.
- new bento attachment points added to LSL
- Several new LSL and OSSL functions added like: llSetAnimationOverride, llResetAnimationOverride, llGetAnimationOverride, osSetHealRate, osGetHealRate, etc. Please see http://opensimulator.org/wiki/LSL_Status
[edit] Services
[edit] Sound
- Several changes on default collision sounds. Intensity is now related to relative velocity on collision
[edit] Stats
- Region stats displayed by viewers are by default back to the normalized 55fps on an idle region, independent of region actual configuration. You can see measured times by setting the option Normalized55FPS to false (read OpenSimDefaults.ini). Keep in mind these stats where not designed to profile OpenSim. Do not try to use them for profiling without a much deeper consideration of OpenSim's multitasking nature.
[edit] Terrain
- Terrain bake is now supported
- Terrain edition Undo temporary disabled.
[edit] Voice
- No significant changes in this release.
[edit] Tests
- New test dll for checking permission issues OpenSim.Tests.Permissions.dll
[edit] Acknowledgements
Many, many thanks to all the developers, testers and community members who contributed to this release and who help out with OpenSimulator generally. Your hard work makes this all possible.