Archive for the 'Releases' Category

Kokua Releases 6.0.1.44647 (RLV) and 6.0.1.44648 (NORLV)

New in RLV version

The RLV version is updated to Marine’s RLV 2.9.25.3 see http://realrestraint.blogspot.com/2019/01/rlv-29253.html

In addition to direct modification of the debug setting as described by Marine we have added an option in Preferences for the new feature controlling whether to render rigged mesh attachments in mouselook when they are attached to one of the head attachment points (bear in mind that there’s no actual relationship with rigged mesh between where something is attached and where it appears on the avatar – the latter is a fixed property of the rigged mesh).

This appears on the Kokua/General section of the Preferences window, as shown below.

New in Non-RLV version

The non-RLV version gets a new feature designed to reduce the amount of chat spam generated by any RLV items when used with the non-RLV version. The new feature, which is turned on by default, will issue a message once in local chat privately to the wearer and then future RLV commands will be silently discarded until either the next login or the option is disabled and re-enabled.

The image below shows how this appears in the conversations window.

The control for this appears in the Kokua/Chat section of Preferences as shown below:-

At present, there are no plans to implement this within the RLV version for when RLV is turned off (generally, I feel it’s better to see the RLV chat in that situation since the usual reason for a RLV viewer user to turn off RLV is to perform some kind of troubleshooting and thus seeing the commands is probably beneficial). However, if it’s requested we’ll implement it on RLV too (although it will probably be off by default rather than on by default as it is in the non-RLV version).

New in both versions

  • Implement Ansariel’s experimental FIRE-12004 fix from Firestorm which may help with preventing attachments going missing after teleport. If any adverse experiences occur the fix can be disabled by changing debug setting FSExperimentalLostAttachmentsFix to False.
  • Various World Map improvements (also mostly by Ansariel) including speed-ups, alphabetical sorting of friends, alphabetical sorting of landmarks, hiding duplicate landmarks and the display of the parcel name (instead of just the region name) when a location is clicked within the map area. There will always be a slight delay between clicking the world map and the parcel name being displayed because the viewer has to communicate with the server to get the parcel details.

RLV 2.9.25.1 Hotfix / Kokua 6.0.1.44619

Marine Kelley has just released RLV 2.9.25.1 to fix a bug introduced in RLV 2.9.25.0

Kokua 6.0.1.44619 incorporates this hotfix and is otherwise identical to the previous release, described here: http://blog.kokuaviewer.org/2019/01/26/kokua-rlv-6-0-1-44610-norlv-6-0-1-44611/

 

Kokua RLV 6.0.1.44610 / NORLV 6.0.1.44611

The RLV version of Kokua is updated to Marine’s RLV 2.9.25.0. For details see: http://realrestraint.blogspot.com/2019/01/rlv-2925.html

In addition we have taken advantage of the lull between LL releases to do quite a bit of internal tidying up. Here are the highlights:-

  • New command ‘Reload My Outfit’ available in the own-avatar right click menu. This can be used to resolve clouded logins by manually forcing another attempt to wear the default outfit. Effectively what it does is adding the current outfit onto itself.
  • Internal changes to make the performance statistics code more efficient
  • Reviewed and improved initial login, inventory handling and outfit wearing by bringing over various improvements from Firestorm (by Beq, Nicky, Ansariel, Kitty and others)
  • Firestorm’s ‘Wear Items’ command is now available by right click on an inventory folder that contains some wearable items – this wears the folder contents without adding it to the current outfit
  • Switch to using Linux GCC V7 from V5 for compilation
  • Fix a number of errors in the XML configuration files for menus and floaters. This reduces the number of entries written to the log files and provides a small performance benefit
  • Reinstate the entry in the Help menu that opens the Kokua inworld Group (note: this is for user-to-user assistance – raise a ticket in Sourceforge at https://sourceforge.net/p/team-purple/kokua/tickets/ to be sure a Kokua Developer sees it)
  • Remove menu entry for Disable Build Constraints (no longer supported by Second Life servers)
  • Remove menu entry for Texture Memory Stats (there was no code behind this menu entry, so it would always do nothing)
  • Remove menu entry for Toggle PG (again, this was left behind after the code was removed)

Kokua 6.0.1.44454 – RLV OOC chat handling fixed

This release of Kokua restores the OOC (Out Of Character) message functionality that was broken in 6.0.1.44374 following the RLV 2.9.24.1 merge.

We have chosen to implement this in a way which not only supports the new behaviour of RLV 2.9.24.1 where OOC chat is routed to objects that are receiving redirected chat but can also support the traditional style of OOC chat where the viewer routes it directly to local chat itself.

The switches to control this are located on Kokua/General in the Preferences window.

The first switch “Allow OOC chat using (( )) (Needs restart)” must be turned on to permit OOC chat. If this is turned off any OOC chat will appear as … in local chat even if no other chat restrictions are in effect.

When OOC chat is allowed by the first switch the second switch called “Send OOC chat to redirected chat rather than local chat” comes into play. When turned on Kokua will follow the RLV 2.9.24.1 behaviour of routing OOC chat to redirected chat handlers and it will not appear in local chat. When the setting is off the original behaviour applies instead with the OOC chat appearing in local chat only and not being sent to redirected chat handlers.

This behaviour is slightly different to RLV 2.9.24.1 itself. There OOC chat now always goes to redirected chat handlers and it cannot be disabled in the viewer – it’s up to the receiving objects/scripts what to do with it. With Kokua there is still a master switch in the viewer which can enable or disable OOC chat along with the secondary switch that controls its routing.

Our apologies for the problem – this was a classic case of not thinking about a one line change deeply enough whilst merging RLV 2.9.24.1 with Kokua.

Kokua Release 6.0.1.44374 (RLV) and 6.0.1.44375 (NORLV)

This release includes LL Viewer 6.0.1. Details: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/6.0.1.522263

The RLV version also includes RLV 2.9.24.1. Details: http://realrestraint.blogspot.com/2018/12/rlv-29241.html

Note that the fast-sun bug mentioned is not fully fixed in this version.

This version also introduces a revised menu structure for the login and viewer main menus which is much closer to the current LL design. If you wish to use the new menu structure go to the Advanced Menu and turn off ‘Classic Kokua Menus’. The viewer must be restarted to apply the change.

If you want to know where commands have moved to in the revised menu structure see: http://blog.kokuaviewer.org/2018/12/09/advance-warning-main-menu-changes-coming/

New RLV Information Windows

Introduction

For some time now diagnosis facilities in RLV have been limited to “Show Debug Messages” which reports on RLV commands within the chat stream and “List Restrictions” which sends a list of currently active restrictions to the conversations window in the nearby chat panel.

In contrast RLVa has a similar facility to “Show Debug Messages” and several windows covering Restrictions, Locks and a Console facility.

RLV now has similar capabilities with new windows called RLV Debug Display, RLV Status, RLV Worn Status and RLV Console.

Clear Credit

The RLV Debug Display is based on the code from the Script Error window found in the standard viewer. The other new windows are based on, and use some code from, the RLVa implementation within Firestorm. While the window design will be familiar to RLVa users the operation has been substantially modified to work with RLV and my own design preferences.

ACCESSING THE NEW WINDOWS

The windows are all accessed and controlled through entries in the RLV menu. In the case of the RLV DEBUG DISPLAY/RLV COMMANDS window there is also a submenu with some options.

RLV DEBUG DISPLAY /RLV COMMANDS

This window is named RLV Debug Display in the menus to emphasise its relationship to the standard Show Debug Messages feature.

Its purpose is to show all RLV commands processed together with an indication whether they were accepted for execution (which means that no glaring syntax errors were present– a command may still be accepted but do nothing due to some intentional interaction of restrictions).

Note that the window does not begin capturing commands until it has been opened once, thus if you want to see everything that happens during login you will need to enable the Open Automatically option described a little later.

The first tab of the window shows all commands processed. Subsequent tabs are created on demand for each object generating RLV commands.

The name of the object is shown along with its current attachment point and “(child)” if the RLV commands are not being issued by the root prim of the object.

In the image above the window is currently showing all RLV commands in the order they occurred.

Some tabs have been closed (using the lower x along the right hand edge of the window) leaving just two RLV sources displayed. “Viewer Startup” refers to the viewer’s blinding restrictions which apply from startup until shortly after login and is intended to bridge the period during login where attachments are starting up and reinstating their restrictions as they were at logout from the previous session.

The phrase “executes…” has the same meaning as it does in “Show Debug Messages” – that the command matches the syntax for RLV commands and has been accepted for processing. It is not a guarantee that the command exists, is supported or will not be prevented from having an effect by some other active restriction (eg trying to do a teleport by RLV when teleport is disabled).

There are three options available to control the window’s behaviour which are shown on its submenu.

Show Window opens or closes the window.

The first option “Opens automatically” controls whether the window will open whenever a RLV command is processed. If you want to observe what is happening during login you must turn this option since RLV commands will be processed well before you have enough control within the viewer to do so manually. However, the automatic opening can also be intrusive so it is a matter of choice whether to use it.

The “Ignores =channel” option can be used to discard all commands of the format @something=channelnumber from the debug output. These are usually inquiring commands with no lasting effect on RLV restrictions. Many items issue commands like this on a regular basis to confirm that RLV is still in use or to check on restrictions being applied by other items. This regular recurring activity can be distracting so there is an option to suppress it.

The final option “Shows most recent” determines whether the window will automatically switch tabs to the one for the device that most recently issued RLV commands. This is very useful when you want to watch what is happening in real time however it can also become distracting when one particular device is of interest.

As is normal for viewer windows you may ‘tear off’ the tab for a particular object and display it separately to the main window. Individual tabs can be closed using the lower ‘x’ on the right hand side of the main window however closing the tab for ‘All RLV’ will close the main window too.

All of the tabs support highlighting text by click/dragging after which a right click will bring up a standard menu which includes Copy to transfer the text to the computer’s clipboard. Keyboard shortcuts for copy (such as Ctrl C on Windows) may also be used.

RLV CONSOLE

The RLV Console window allows commands to be entered without the need to create a script to issue them. These commands only persist as long as the RLV Console window is open (or until they are cancelled from within the RLV Console)

The operation of the Console is summarised in the text above the display area.

Any command may be entered. If a command is accepted for processing the RLV> prompt will be displayed again (along with any feedback from the command if output channel 0 was specified).

Generally using channel 0 as an output from RLV commands is not permitted due to possibilities for misuse. Using channel 0 is only permitted with commands within the Console.

Active restrictions applied by the Console will appear in the RLV COMMANDS window and other RLV windows with the avatar’s name as the source of the restriction.

Restrictions applied from the Console can be cancelled by using @clear within the Console or by closing the console window.

Since there are some scenarios where the Console could be used to perform actions not otherwise possible whilst restricted the Console can be disabled by a @viewscript=n command from any other source. This will close the Console window, release any restrictions it had in effect and prevent it from reopening until the @viewscript restriction is lifted.

The Console is the only RLV window that may be restricted in this way due to its interactive nature. The other windows solely deliver information.

RLV STATUS

This window provides a constantly updated view of the current RLV restrictions, exceptions, notify commands and modifiers that are in effect.

The Restrictions tab shows each restriction and the name of the object applying it together with where it is attached and whether it is a child (non-root) object.

If an object is owned by the viewer user but not worn its name will be correctly shown (rather than appearing as ??? which was previously the case with ‘List Restrictions’).

The Exceptions tab shows current exceptions together with the UUID resolved to a name, where possible, to make it easier to understand who/what the exceptions are applied for.

Notify commands are shown on the third tab to reduce the number of items appearing in the Restrictions tab and also because a Notify command does not apply any restrictions.

Finally the Modifiers tab shows current values for parameters that can be altered by RLV commands such as the camera settings, fartouch distance or tplocal distance.

When ‘unlimited’ is shown there are no modifiers in effect on the value and its default viewer value is in effect. Strictly speaking, the meaning here is “not limited by RLV”– there may be other limits coming into play as a result of non-RLV viewer settings such as draw distance.

All four tabs update dynamically and show current status.

‘Copy to clipboard’ pastes the output of “RLV Restrictions” to the clipboard. Note that this is often too large for a single chat or IM message so in situations where the output needs to be shared with someone paste it initially to a document outside of the viewer (eg the Notepad application in Windows) and then paste portions of it into chat/IM. See the next section for some minor changes to the output of “RLV Restrictions”.

RLV RESTRICTIONS

The ‘RLV Restrictions’ feature which outputs the current list of active commands to the nearby chat window is largely unchanged however it has been upgraded to use the same naming routine as the new RLV windows described here.

This means there are three specific changes:-

If an item is attached, its current attach point name is included. Since objects often also include a desired attach point within their name you may see two attach points shown. The first is the one within the object name. The second is the actual location.

If the RLV commands are not coming from the root prim of the object ‘(Child)’ will be shown.

Objects owned by the avatar that are rezzed inworld rather than worn will appear with their correct name rather than “???”.

The example below is from an attached object issuing RLV commands from a child prim that does not have an attachment point in its name

RLV WORN STATUS

This window deals with attachments and worn clothing layer items. There are currently no RLV features specific to mesh clothing thus mesh items are represented here simply as attachments and clothing which was worn through mesh appliers does not appear.

The first tab lists all attached items along with where they are being worn and whether they can be detached.

There are various reasons why something may not be detachable. In the case of ‘folder locked’ more information is available in this window on the Folders tab or in the RLV STATUS window.

The second tab lists all attachment points together with how many items are on them and the current attach/detach status for that attachment point.

Where ‘some items locked’ appears it means that the attachment point itself is free of restriction however one or more of the items there do have restrictions in place around removal. More detail can be obtained from the Attached Items tab or the RLV STATUS window.

The Folders tab shows all restrictions that have a bearing on inventory folders.

If any of @(un)shared(un)wear are in effect they will appear in the window. In addition all restrictions which either reference a folder or could affect a folder are listed.

In the example above the object has locked itself in place and also applied restrictions affecting three folders.

The reason that the object’s own lock is included here is that when an item is locked this automatically prevents detaching of the folder that contains the object so any individual item lock can also be considered as a folder lock too.

The Clothing Layers tab lists all the legacy clothing layers together with one line for each item being worn. If multiple items are worn (as is often the case for alphas) each will show on a separate line.

Along with the location and item there is also an indication whether items can be added/worn or removed. The first four locations (shape, skin, hair and eyes) must always have at least one item worn to prevent the avatar appearing as a cloud.

All the tabs in this window will update with any change (whether caused by RLV or independently) however a ‘Refresh’ button is provided for any situations where unusual behaviour has caused the window content to become outdated.

BUGS AND FEATURE REQUESTS

Please raise any bugs or feature requests to Chorazin Allen via the Kokua Viewer Issue Tracker which is located at https://sourceforge.net/p/team-purple/kokua/tickets/

Kokua 6.0.0 second release with RLV 2.9.24

Kokua 6.0.0.44291 is now available. This version brings RLV support up to 2.9.24 ( see http://realrestraint.blogspot.com/2018/11/rlv-2924.html for details).

Most of the bugs fixed in this version were reported by Kokua users – so thankyou for taking the time to report issues and helping make things better.

One fix is of particular note. If you have experienced problems with logging in as a cloud with one of skin/eyes/hair/shape missing you should find this version helps considerably. If you have also been using the option on the Kokua Inventory Preferences tab to bypass a LL decloud bugfix you’re recommended to try running for a while with the bypass turned off. Logins may still be slow sometimes but so far in testing I haven’t see a skin-less login.

You can get the new version from https://sourceforge.net/projects/kokua.team-purple.p/files/Kokua-SL/

Kokua 6.0.0 with Animesh

As well as Animesh support, of which more shortly, this version of Kokua brings across a number of usability features from Firestorm.

* Reintroduce the NACL sound explorer (World > Sound Explorer)
* Port over the animation explorer (World > Animation Explorer)
* Bugfix – Turning on Full Res Textures wouldn’t work
* Port over Avatar Complexity score in nametags (Edit > Preferences > General) along with the ‘only if too complex’ and ‘show own complexity’ options
* Port over reporting the latest grid status bulletin in chat at login (Edit > Preferences > Notifications)
* Port over the Money Tracker/Tip Tracker (View > Money Tracker)
* RLV version only: If RLV is active, the Message Of The Day will appear in chat at login as a substitute to it being suppressed on the login progress screens
* Port over the ‘do not hide worldmap after teleport’ option ( Edit > Preferences > Kokua > General)
* Port over Phoenix-style extended hovertips (View > Highlighting & Visibility > Hover Tips > Show More Information)

The major news though is the arrival of Animesh alongside the incrementing of the viewer version to 6.0.0

Introduction to Animesh: https://modemworld.me/2018/11/14/animesh-officially-released-for-second-life/

Release Notes for the LL viewer: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/6.0.0.520636

We haven’t been able to test Animesh so whilst we’ve made every effort to make the port into Kokua accurate some bugs may be present. If you see any strange behaviour please check it against the LL viewer and then either raise a Jira ticket on the LL viewer or one against Kokua at: https://sourceforge.net/p/team-purple/kokua/tickets/

As ever, our primary downloads are from https://sourceforge.net/projects/kokua.team-purple.p/files/Kokua-SL/

Kokua Release 5.1.8

This version brings parity with LL release 5.1.8 http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/5.1.8.518593 which brings a number of Voice-related improvements.

The version numbers are 5.1.8.43722 for RLV and 5.1.8.43723 for NORLV.

As usual, downloads can be found at: https://sourceforge.net/projects/team-purple/files

Kokua Release 5.1.7

This version brings Kokua to parity with LL viewer 5.1.7 http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/5.1.7.517973

In addition the options for configuring the chat range rings and colours move from the Kokua General preferences tab to Kokua Chat which as well as being more logical also frees up space needed in the RLV version for a new option on the General tab.

The RLV version gains an option on the Kokua General tab which allows @standtp to be disabled. This has been added because @standtp tends to operate in various counter-intuitive ways despite operating as intended.

Here’s one scenario that illustrates the problem:-

  • @standtp is applied to the avatar
  • The avatar hitches to (sits on) a cart
  • The avatar pulls the cart from location A to location B
  • The avatar is unhitched from the cart (stands up)
  • At that point @standtp teleports them back to location A