Events System and Other Improvements

We updated the system today with a feature that makes Events in Kitely much easier to find and attend. This update also includes several other bug fixes and improvements.

Events

Events are a great way to meet other people and have a good time. In this update we’ve made it much easier to see the list of active and upcoming events. The list of events in Kitely is now shown in the viewer’s login page:

Events List

Click on an event to see its details. Then, click on the event’s location to enter the world where the event is taking place.

Event Details

The Kitely Events Calendar is maintained by the Kitely community. If you’d like to add your own events to the calendar then see How to Add Events.

New Design for the Viewer Login Page

We redesigned the viewer’s login page in order to make more information visible, while taking up less screen space. We heard from our users that the previous design (where the panels appeared one below the other) was too tall, so some users didn’t see the lower panels because they appeared below the bottom of their monitor.

Therefore, we’ve changed the design. The four main panels now appear in a 2×2 square. Each panel only shows part of its information. To see the full panel, simply move the mouse into the panel: it will immediately expand to show more information.

Viewer Login Page - 2x2

By the way, you can view this page from a regular browser if you want (not just from a viewer). The URL is: http://www.kitely.com/viewer_login.

Email Notifications for Group Notices

Kitely has an option to send emails when a user receives IMs or Group Notices while offline. In today’s update, we’ve split this option into two parts:

  • Send me an email if I receive an Instant Message from a person while offline  (Default: on)
  • Send me an email if I receive a Notice from one of my groups while offline (Default: off)

Offline IM Settings

The reason for this change is that some users want to receive email notifications only when someone sends them an IM, but not when one of their groups sends a Notice, because Notices aren’t directed personally at them.

We’ve made the new option (send email on Notice) set to Off by default. So if you do want to receive emails on Group Notices then go to your Settings page and turn this option on.

Other Improvements

We fixed a bug that sometimes caused IM’s to stop working after a user teleported to another world.

In a previous update we added the ability to redirect a Kitely Market order from a Kitely avatar to a Hypergrid avatar. We’ve now improved this feature so that even if the order contained some No-Export items (which can never be delivered to a Hypergrid avatar), we’ll still redeliver all of the Exportable items that are in the order, instead of refusing to redeliver anything.

Some products in Kitely Market have demo versions. We don’t allow sending Demos to Hypergrid avatars; they can only be sent to Kitely avatars. Previously, if you had selected a Hypergrid avatar then we silently ignored your choice and sent the items to your Kitely avatar instead. But this wasn’t clear: people were left wondering why the Demo items weren’t delivered to their Hypergrid avatar’s inventory. So now we show an error message if you attempt to deliver Demo items to a Hypergrid avatar.

Try Demo

We created a server-side workaround for a viewer bug that causes viewers to fail to load the avatar’s inventory when some of the inventory items contain unusual characters in their name or description.

We fixed a rare problem in Kitely Market Analytics that could cause some Views and Impressions to be double-counted.

We updated the version of the Facebook API that we use to version 2.6. This shouldn’t have any visible effect, but if you have a Facebook-connected Kitely account and do notice a problem then please let us know.

Improved Viewer Login Page

We updated our system today with an all-new Viewer Login Page. We also added a way to report Kitely Market products if they violate the Terms of Service.

New Viewer Login Page

The Viewer Login Page is the page that appears in viewers (Firestorm, etc.) when the Kitely grid has been selected, before you press the “Log In” button. Until today, this page just displayed a screenshot of the Kitely Welcome Center. But now it shows constantly-updating information that is useful to people visiting the Kitely grid.

Viewer Login Page

The Grid Info table shows the number of users, worlds and regions in the Kitely grid. It also shows how these numbers have changed in the last 24 hours, and in the last 30 days.

The Destinations panel includes several publicly-accessible worlds that may be currently interesting to visit (because they are popular or currently have other people inside them). You can click on a world to select it as the destination. Then, press the “Log In” button to enter that world.

The New in Kitely Market panel shows some of the newest products that have been added to Kitely Market.

The New Forum Posts panel shows some forum threads that have recently had new posts added to them.

The bottom of the page contains several useful links.

The grid statistics in this page are updated once per hour and the rest of the information is updated every five minutes.

Report Kitely Market Products

Sometimes, products that have been added to Kitely Market might not follow all of the market’s rules. E.g., the products might have the wrong Maturity Rating, or they don’t use Variations correctly. In such cases, users can now report these problems to us by clicking the Report product link in the product page:

Report Product

We’ll investigate these reports and take appropriate action if necessary. In most cases we’ll just contact the merchant and ask him or her to fix whatever needs to be changed. But in more serious cases (e.g., copyright infringement) we may suspend the product, which means that it will no longer be visible in Kitely Market.

Resend Items to Other Avatars

When you purchase items in Kitely Market, you can choose which avatar will get these items using the Deliver To setting in the shopping cart. Unfortunately, sometimes people mistakenly deliver their purchases to the wrong avatar. We’ve repeatedly tweaked how the Deliver To setting works in order to try and minimize these mistakes, but occasionally people still forget to change this setting. When this happens they often approach us about their mistake and ask us to redeliver the items to the avatar that they had intended to buy them for.

Until today, our only recourse was to refund their purchase, instruct them how to properly configure the Deliver To setting for their desired avatar, and then hope that they’ll reorder the items with the correct configuration. However, as this process can be cumbersome, sometimes people didn’t reorder after they’ve received the refund, so they ended up without the items that they wanted, and the merchant lost out on a sale. Therefore, we’ve added a feature that allows us to fix these problems by redelivering the items directly to the desired avatar, without refunding the original transaction or requiring the buyer to reorder. This streamlined process makes fixing these problems quick and easy.

Other Improvements

When you search Kitely Market, we make sure to show you only products that match your account’s Maturity Rating. E.g., for a user whose maturity rating is set to “Moderate”, we show only products with a maturity rating of “General” or “Moderate”, but not products whose maturity rating is “Adult”. In addition, users can choose a maturity filter in their Kitely Market search. For example, a user with an account maturity rating of “Moderate” might select to search only for products whose maturity rating is “General”. In that case, we only show “General” products.

However, until now this filter didn’t apply to the ads that we show at the top of Kitely Market searches. So in the example above, the user could still see ads for products with a maturity rating of “Moderate”. But starting today, we also limit the ads to the maturity rating that was selected in the search filter.

And finally, we’ve updated the default viewer that we offer to new users to Firestorm 4.7.7.

Kitely Market Revenue Splitting

We added a new feature to Kitely Market today: Revenue Splits. Revenue Splits enable merchants to share the revenue that they get from selling a product with other merchants who contributed to the creation of that product.

How to Create a Revenue Split

Here’s the part of the Edit Product page where you can create a Revenue Split:

Create a Revenue Split

To create a revenue split:

  • Edit the product
  • Under “Product Revenue Split”, click on the Plus sign to add a merchant
  • Type in the merchant’s name
  • Select what percent of the product’s revenue they’ll get

The Product Revenue Split applies to all of the product’s variations. However, if you wish, you can also set a revenue split that applies only to a single variation. To do so, click on Override the product revenue split, and then enter a revenue split that applies only to the current variation.

The portion of the product’s revenue that is assigned to a merchant is called their Revenue Share. E.g., “Oren’s revenue share is 30%.” All of the merchants that have a Revenue Share in a product (including the store owner) are called Revenue Participants.

Only users that have a Kitely Market store can become Revenue Participants. But their store doesn’t have to include any products; it can be empty.

It’s possible to assign a revenue share of 0% to a user. In that case the user is just an observer: they don’t get any revenue from sales of the product, but they’ll be informed whenever the product is sold.

What Happens after a Sale

When a product is sold, all of the product’s Revenue Participants get their share of the revenue added to their balance.

In addition, all of the Revenue Participants can see the sale in the following places:

  • They get an email notification about the sale
  • The Sales History page
  • Sales Reports (in CSV format)
  • Order details page
  • Analytics
  • Payouts (only if the product sold for USD)

This means that Revenue Participants can see products from other stores appear in tables that normally show only their own products. To make it clear that these products belong to other stores, the store name is shown below the product, and the merchant’s Revenue Share is shown below the Received amount. For example, the following screenshot shows a Sales History page with two items: one that belongs to the merchant’s own store (“Beach Chair”), and one that belongs to a different store (“Parrots [Solo]”). Note that the other store’s name (“Caldwell’s Curiosities”) appears below the product name.

Sales History with a Revenue Share

Refunds

The Refund and Redeliver options are only available to the owner of the store from which the product was bought; other Revenue Participants are not allowed to initiate these actions. When a product is refunded all the Revenue Participants have their share of the revenue removed from their balance, and they get an email notification informing them of the refund.

Showing Partial Revenue

Throughout Kitely Market, wherever Revenues are shown, the amount shown is just the amount that the merchant received through their Revenue Share. For example, in the screenshot above, this merchant received $0.36 for the product “Parrots”, which is 30% of the total amount received by all the Revenue Participants (which was $1.20). If you were to look at the other merchant’s Sales History page (the merchant that got a 70% Revenue Share), you would see that their “Received” column shows $0.84 (that’s 70% of $1.20).

There are two exceptions, where the Full Revenue is shown instead of Partial Revenue: the Sales Campaigns page and the Ads page. These pages are only visible to the merchant that owns the Sales Campaign or Ad; they’re not visible to other Revenue Participants. Therefore, the merchant is shown the full revenue that was generated through each Sales Campaign or Ad (even though the amount that they personally received was smaller than that).

Analytics

All of the Revenue Participants in a product can see the product in their Analytics pages. They can see the full data about users’ interactions with the product, such as how many Impressions and Views it got. However, the Sales information that they see is different for each merchant: each one only sees information about their own Revenue Share.

If a Revenue Participant is removed from a product then they stop getting sales information about the product. However, they can continue to see the product in their Analytics pages, because Analytics shows historical information and they used to have a revenue share in the product.

Unified Passwords and a Login Fallback Option

We updated our system today with several improvements that make it easier to login to the Kitely grid.

Unified Passwords

Some Kitely users have two passwords: a Grid password, used to login from the viewer; and a Website password, used to login to the Kitely website. (If you signed up to Kitely using your Facebook or Twitter account then you don’t have two passwords, so this section isn’t relevant to you.)

Keeping track of two passwords can be confusing, and quite a few people had problems logging into the grid because they changed their website password when they had intended to change their grid password. We’ve therefore decided to unify these two passwords: now the same password will be used to login to both the Kitely grid and to the Kitely website.

This change will only affect future passwords; not existing passwords. This means that for existing users, your passwords have not changed; you can keep using Kitely as you usually do. This change will only make a difference if you decide to change your password in the future: at that time, the new password that you choose will be set as both your Grid password and your Website password.

Login Fallback Option

When you try to login to the Kitely grid from the viewer, sometimes the world that you want to enter isn’t available. This can happen if the world was deleted; or if its permissions don’t allow you to visit it; or if the world has been suspended.

Until now, when such problems occurred we showed you an error message in the  viewer’s main screen and prevented you from logging into the Kitely grid. You therefore never got to enter the grid, which is annoying. Today’s update solves this problem: now, when you enter valid login credentials (username and password), we always let you log into the Kitely grid. If you can’t log into your desired destination then we send your avatar to the Kitely Welcome Center instead. Once you’re there you can teleport to other worlds, talk to people, etc.

Other Changes

Based on user requests, we fixed the LSL function llGetWallclock to return the current time in the PST timezone.

Performance Improvements and Bug Fixes

We updated the system today with several performance improvements, and fixed some OpenSim bugs that were reported by our users.

We’ve updated Kitely to OpenSim 0.8.2.1. This is a minor change, after last week’s update to OpenSim 0.8.2.

We improved the performance of our cloud-based inventory system for users with very large inventories. Your avatar’s inventory should now load faster in the viewer.

We fixed a bug that caused regions in big worlds to appear Offline in the World Map. Those regions weren’t really offline; they just looked that way on the map. Now they are properly displayed as being online.

We fixed a bug that, on rare occasions, caused teleports to high coordinates of a big world to result in the avatar being teleported to location (128,128).

One of the most advanced LSL functions is llCastRay. OpenSim now supports two versions of llCastRay: v1 and v3. We’re currently using v1, which is the default. However, we’re considering switching to llCastRay v3. If you’re currently using llCastRay then please join this forum thread and let us know what you think. If you’re a world owner then we can selectively switch your world to use llCastRay v3, if you’d like to test it.

When evaluating the alternatives to llCastRay, please test two aspects: 1) Is v3 faster or slower than v1? 2) Is v3 more or less correct than v1 (i.e., does it identify the hit objects correctly)?

VarRegions, 10x Faster Object Contents, and More Fonts

We updated our system today with several big changes, including upgrading to OpenSim 0.8.2 Release; converting all the big worlds to VarRegions; and 10x faster loading of object contents.

OpenSim 0.8.2 Release

We upgraded to OpenSim 0.8.2 Release. We were already using OpenSim 0.8.2 Dev, so most of the features in OpenSim 0.8.2 have already been included in Kitely. However, there are still a few changes:

The new version of OpenSim has changed the format of compiled scripts. Therefore, all of the scripts in Kitely need to be recompiled. The first time that any world is started after this update, it will spend some time recompiling its scripts. During this time the world will perform slower than usual, and scripts will be slow to start. This will take a few minutes, and it will only happen once.

The value shown for Physics FPS has changed. It used to be around 55 fps, but for a while OpenSim switched to a different way of showing frame rates, which caused the Physics FPS to show around 11 fps. That change has been unpopular so it was reversed, and now OpenSim shows a Physics FPS around 55 again.

In avatars’ inventories, the “# Kitely Market” folder will now appear near the bottom of the inventory instead of at the top. This is due to a change in how OpenSim handles inventory folders.

A new OSSL function has been added: osGetAvatarHomeURI. It returns an avatar’s Home URI, i.e. the address of its home grid.

Converted All the Big Worlds to VarRegions

All the big worlds (worlds with more than one region) are now VarRegions. See our previous blog post for more information.

10x Faster Object Contents

Don’t you hate it when you click on an object to view its contents, and you’re stuck looking at “Loading contents…” for a long time?

Loading Contents

To fix this, we have significantly improved loading the contents of an object:

First, we’ve improved the reliability of this operation, so the “Loading contents…” message should always disappear eventually, and the contents of the object will appear. (Previously, sometimes the contents never appeared, no matter how long you waited.)

Second, we vastly improved the speed of loading object contents. To test this, we created an object with a large inventory (95 items). In regular OpenSim (and in Kitely before today’s update), loading this object’s contents took 16.0 seconds. After this update, loading the contents takes just 3.5 seconds, a 78% reduction!

But wait, there’s more! Viewers have a debug option called XferThrottle, which can be tweaked to get even more speed. The default value of this option is 150000. If you increase it to 500000 then the time to load the object’s contents drops even more: to 1.6 seconds. So in total, Kitely has reduced the time to load the object’s contents from 16.0 seconds to 1.6 seconds, which is ten times faster than regular OpenSim!

Here’s how you can change the XferThrottle option:

  • Start the viewer
  • Make sure the “Debug” or “Advanced” menu is visible (either name might be used). If the menu isn’t visible then press Ctrl+Alt+D to show it.
  • Select from the Debug or Advanced menu: “Debug Settings” or “Show Debug Settings”
  • In the Debug Settings dialog: type “XferThrottle”
  • Enter the value you want
  • Restart the viewer (this is required)

Here’s what the Debug Settings dialog looks like in Firestorm:

XferThrottle

Two final notes: First, increasing XferThrottle above 500,000 doesn’t reduce the loading time any more. Second, increasing XferThrottle doesn’t reduce the loading time in regular OpenSim, because it’s too slow to take advantage of this setting.

Other Changes

We upgraded to Mono 4.2.1, which should be slightly faster than the version of Mono we used before today’s update (3.10).

We installed additional fonts on our servers, which you can use in scripts. See this forum thread for more information. Some of the new fonts include: Zapf Chancery, Arial Black, Comic Sans MS, Impact, and the ever-popular Webdings.

We fixed a search bug: if a world name contained a common word such as “of” or “in”, and you searched for the world using that word, then the world wasn’t found. Now it will be found. (To be clear, it’s not possible to search just using such short words. But it’s possible to include them in addition to more substantial words. E.g.: you can search for “state of”, but not just for “of”.)

We changed the default viewer that we offer to new users to Firestorm 4.7.5.

Improved Offline IMs and Friend Requests

We updated Kitely today with a few bug fixes that should solve several problems that people reported in our forums.

We fixed a couple of problems that happened when you entered a world through a Transfer Station, but spent only a very short amount of time in the Transfer Station. First, if you had pending Offline IMs then the notification about these IMs wasn’t shown. Second, if you had pending friend requests, then although these requests were shown, clicking Accept or Decline didn’t actually take effect. The reason for both of these problems was that the viewer got confused because you switched worlds too quickly. The fix is that we simply don’t send these notifications while you’re in the Transfer Station anymore: we wait until you arrive at the destination world and only then do we send these messages.

Today’s update also includes a bug fix that should solve the problem that caused Kitely to become unresponsive a few days ago.

And finally, we increased the maximum range in which we show Kitely Market analytics to 3 years. It was originally set at 2 years, but Kitely Market has now been operational for longer than that 🙂

Maintenance Release

We updated the system today with several bug fixes and features that were requested by our users.

In the previous update, we enabled world managers to monitor world performance and shut down their active worlds by clicking “Stop” in the World Page. We’ve now added a confirmation dialog before stopping the world, to prevent shutting down worlds by accident.

We’ve updated the default viewer that we provide on our website to Firestorm 4.7.3.

We now allow links to YouTube and Flickr in Kitely Market product listings.

We fixed the following bug: if a user had set his or her Home region to a Megaregion, then attempting to go Home from another grid would fail. Now it will succeed. Users who have set their Home region to a Megaregion should set it again. (It’s okay to not do this, but in that case going Home will only work inside Kitely, but not from other grids.)

Monitor World Performance

We added a new tool for monitoring world performance. We also wrote a new guide for detecting and fixing world performance problems, and added an option to manually stop a running world.

Monitor World Performance

OpenSim provides world owners with the freedom to create large worlds with many prims and complex scripts, but this freedom can come at the cost of performance. As a world owner it’s important to make sure that your worlds perform well, because slow worlds cause a bad user experience: the world appears slowly around the user; animations are choppy; and moving in the world is frustrating because the avatar appears to jump from place to place instead of moving smoothly.

You can now check the performance of your world using the Active World panel, which appears in the world’s World Page while the world is active. This panel contains the following information:

  • Active Time – how long the world has been active in the current session.
  • Visitors – the current number of avatars in the world.
  • CPU (Number) – the current CPU usage of the world.
  • CPU (Graph) – a history of the CPU usage.
  • Packets (Graph) – the number of networking packets sent between the world and the viewers that are connected to it.

Active World

The graphs appear shortly after the world has started, and they update automatically every 30 seconds.

  • In both graphs, the horizontal axis shows the time (in the UTC time zone).
  • In both graphs, the left vertical axis shows the number of visitors in the world. This statistic is drawn using the yellow line.
  • In the CPU graph, the right vertical axis shows the CPU usage.
  • In the Packets graph, the right vertical axis shows the number of packets.

These graphs make it easy to see how the number of visitors in the world affects the CPU and bandwidth usage. It’s natural for worlds to use more CPU resources as the number of visitors increases. However, if the world is using a lot of CPU resources even when it has few visitors then the world probably needs to be optimized.

Stop world

You can use the Stop world link to force the world to stop. This is rarely needed, since worlds automatically stop a few minutes after the last visitor has left them. However, sometimes you might believe that the world is behaving badly and you want to restart it, and in that case stopping the world explicitly saves the normal delay that occurs between the time that the last visitor has left the world and when the world is stopped. This also enables you to stop a world even if there are avatars inside it.

Stopping a world is also useful for fixing the rare error of “ghosted avatars”. Avatar ghosting occurs when the simulator fails to detect that a user has closed their viewer. This leaves their avatar in the world, and prevents them from entering it again. Restarting the world removes the ghosted avatar.

After the world has stopped, enter the world again in order to restart it.

A Guide for Optimizing World Performance

We wrote a detailed new guide that describes all the tools available for checking the world’s performance, and how to fix various performance problems. See: Optimize World Performance. The guide contains the information that was included in this blog post, and much more.

If you see that your world is using a lot of CPU then you should consult this guide to find how to make the world perform better, which will improve the experience of your visitors.

New Tools for Fixing Slow Scripts

We updated our system today with several new features. First, we vastly improved the ability to find and fix slow scripts; this has a big impact on world performance. We’ll contribute this feature to the OpenSim project soon. Next, we continued to improve support for items that were obtained in other grids. Finally, we added a few features that improve usability.

How to Fix Slow Worlds

Don’t you hate it when you visit a slow world, where every step you take causes rubber-banding, and chatting is slow and jerky? When worlds are slow, that’s almost always caused by either slow physics or slow scripts. World Managers are responsible for making sure that their worlds are fast and provide a good experience to visitors. But how can you, the world manager, know if your world is fast or slow?

The first thing you need to check is the Statistics panel. You can open this panel by pressing Ctrl+Shift+1 in the viewer. The panel shows many statistics, but the two most important statistics are the Physics Time and Script Time. If they show high values then that tells you that you have a problem that needs to be fixed.

Statistics

This screenshot was taken in the Kitely Welcome Center, which is a highly optimized world: a Script Time under 1 ms is a good result. However, if you see a high Script Time or Physics Time then the next step is to find which objects are causing the slowdown. In the Region/Estate dialog you can open one of two dialogs: Top Colliders and Top Scripts. The Top Colliders dialog shows the objects that use the most physics time, and the Top Scripts dialog shows the scripts that take the most time. With this information you can decide what to do: optimize the objects, or disable them.

Debug Region

We’ve already improved the Top Colliders dialog significantly in the past, and today we made a similar improvement for Scripts.

Find and Fix Slow Scripts

Until today, the Script Time shown in the Statistics panel was always 0! That statistic had never been implemented in OpenSim. Today’s update, at last, implements the statistic. The “Script Time” value now shows the amount of time spent executing the world’s scripts in the last frame. This value should usually be very low: ideally under 1 ms. Some worlds might legitimately need more Script Time, if they have many scripts or many animations, but usually if the Script Time is higher than a few ms then you should try to optimize some of the slowest scripts in your world.

By the way, the Script Time shown in the Statistics panel is independent from all the other times shown in this panel. That’s because scripts execute on separate threads, outside of the frame processing time. This has two important implications. First, because scripts execute outside of the frame, it’s possible that the frame time will appear to be good, even though in fact the world is operating slowly due to heavy scripts activity. Therefore, if you have a high Script Time then you should optimize your scripts, regardless of what the other statistics show. Second, it’s possible for the Script Time to be very high, in some cases even hundreds of ms, i.e. longer than the frame time.

If you see that your world is using a lot of script time then the next step is to find which scripts are causing the problem. To do this, open the Top Scripts dialog. This dialog has been vastly improved in today’s update. Previously, the values it had shown were practically useless. But now, this dialog shows an accurate list of the slowest scripts in the world, and measures their execution time precisely. The value shown for each script is the total time spent executing that script in the last 30 seconds. (Note that 30 seconds is much longer than a single frame, and therefore the times shown here have little correlation with the Script Time shown in the statistics panel.)

Top Scripts

This screenshot was also taken in the Kitely Welcome Center. The top scripts here are pretty fast: the slowest script took just 5 ms, and remember that this is the total execution time over a 30-second period.

If your world contains slow scripts then they’ll appear at the top of the list in this dialog, and you’ll be able to see that they take much more time than the rest of the scripts. Alternatively, another cause of slow performance is if your scripts are efficient, but you have thousands of them. In that case you should consider why you need so many scripts, and whether you can reduce their number. (Note that this dialog won’t show thousands of scripts, but if you see a hundred identical scripts then you may assume that there are thousands more behind them…)

Once you’ve found the slow scripts, edit them to make them faster. How to do this is out of scope for this blog post; if you need help, try asking in our Scripting Forum. Whenever you save the script, the new version starts executing immediately. Click “Refresh” in the Top Scripts dialog to see if your changes made the script faster. Keep in mind that this dialog shows the total execution time in the last 30 seconds, so it will take some time for your changes to have an effect.

Once you’ve optimized enough of the slow scripts, check the Script Time in the Statistics panel to see if it has dropped significantly.

If you don’t want to take the time to edit the scripts, or you’re in the middle of an event and you need to improve the world’s performance quickly, then you can use the “Return Selected” or “Disable Selected” buttons in the dialog. “Return Selected” removes the selected objects from the world and adds them to your inventory. “Disable Selected” disables scripts and physics on the selected objects. After using either of these buttons, you can immediately check the Statistics panel to see if the Script Time has dropped. If you Disabled the objects then remember to re-enable their scripts (and possibly their physics, if they’re physical objects) after you have optimized the scripts.

We’re very proud of this feature. One area in which OpenSim has lagged behind Second Life is in ensuring a good (i.e., fast) experience for users. Every ex-Second Life user who switches to OpenSim enjoys the freedom to create large worlds with many prims and complex scripts, but this freedom can come at the cost of performance. At Kitely we’ve done a lot of work to make sure that our side of the service is fast, by using powerful servers and optimized asset and inventory systems. But slow scripts can bring any world to its knees, no matter how fast the hardware it’s running on. Today’s update gives world managers the information they need to ensure that their worlds are snappy and enjoyable.

Contributing the New Script Features to OpenSim

After we’ve had some time to test this new feature on Kitely and ensure its quality, we’ll contribute this patch to the OpenSim project. This should improve the performance of scripts everywhere in the Metaverse, to the benefit of the entire OpenSim community.

Other Improvements

We continued improving support for taking items from other grids and having them remain Exportable. This is a continuation of the work described in our last update. If you encountered problems after the previous update then please get the affected objects from the third-party grid again now.

When you view the list of members in a Group, the list now shows for each member whether they’re online, or otherwise the last time that they were online.

The OSSL function osKey2Name now returns the full name (including grid) for HG users. For example, local users return a name such as “First Last”, while Hypergrid users return a name such as “First.Last @grid.example.com:8002”. (Previously Hypergrid users also returned a name such as “First Last”, so they couldn’t be differentiated from local users.)