Changes
- This is a stabilty update. Functionality is similar to 0.7.0
- Two major crash bugs have been fixed. This version has run successfully for 18 hours wthout crashing.
- There is a a remaining crash bug in Rend3.This tends to happen within a minute or two of login, or not at all. It's rare and hard to reproduce. Please report any crashes.
- Sit/stand animations should now work for scripted sits. Previously, other viewers watching a Sharpview-controlled avatar would see the avatar stuck in a sit posture.
Known problems
- Clicking on objects is very coarse. It's using a bounding box around the entire prim. So get close and have a clear shot to the thing you are clicking on.
- Touching down after flying will not end "Fly" mode.
- Some Second Life regions will still be slow to appear. This sim-side bug is now fixed on a few regions on the beta grid, and should be fixed grid-wide in the near future.
- Double region crossings with vehicles in Second Life are working better. Failures are still possible but rarer.
- Region crossings in Open Simulator only work in some regions with a recent fix. Ubittest <-> Ubittest2 works.
- Results in other regions may vary. We're working with the Open Simulator developers to clean this up.
- In Open Simulator, entering a new region with an avatar on a vehicle may result in some vehicle parts being missing. The next region crossing will clean up the problem. This is a combination of a simulator bug and the lack of a workaround in Sharpview for that bug. The C++ viewers handle this more gracefully.
- Motion extrapolation across region crossings needs work. Motion is far too jerky.
- Frame rates vary too much. This is a problem with lock conflicts at the Rend3/WGPU level.
Working on that.
- Open Simulator regions larger that 1024m x 1024m will cause an error, because the land mesh builder does not yet optimize large land meshes.
1024 x 1024 regions and smaller work.
There's also 1-meter gap in the ground at each region boundary, because region splicing is not implemented yet.
Notes
- The four nearest regions are displayed. Objects are always shown at High level of detail.
The world looks good, but we pay for that in network bandwidth.
200Mb/sec is normal and 400Mb/sec is possible. If your Internet connection has data transfer limits,
this can result in high bills.
- If the viewer's cache is on a rotating hard disk, performance will be disappointing.
A solid-state disk is needed.
Unimplemented features
- Avatars are still blocks. Viewpoint is always first-person.
- Texture animation is unimplemented.
- New materials (PBR) are unimplemented.
- Teleports are unimplemented.
- Very little of the standard user interface is implemented.
- Windows and Linux are supported, but not, as yet, MacOS.
Reporting bugs
- If there's a panic, there should be a popup. Please take a screenshot
and send to "info@animats.com".
This test release is being made available to a few volunteers for initial testing. Please do not re-distribute. Use a low-value alt account when testing.
Report problems to info@animats.com. Please attach a screenshot of any panic messages. |