| Commit message (Collapse) | Author | Files | Lines |
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box. (previously it crashed my simulator)
* Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
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'already dispatched' message completely temporarily
* I believe that if the Linden client has not started to receive a texture after 15 seconds, it re-requests it.
* My hypothesis is that the texture packets are often still in the texture queue (esp. if the client has just cleared its cache), so another load of packets get added...
* If this is the cause, resolution is going to be rather complicated.
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requests for missing textures
* Also minor logic change so that we actually do retry missing texture requests (we weren't before)
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when we start dropping requests
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n=5), we now drop the subsequent requests
* This may improve region memory usage
* This is a short-term response to a problem whereby some clients keep requesting the same texture even after we've sent it
* This treats the symptom rather than the cause.
* n can be adjusted by changing the constant at the top of UserTextureDownloadService if necessary
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an "Exception e" with e.ToString() to eliminate 2 warnings.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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already have received
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
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Thanks to DrSchofld for pointing this out.
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AssetCache for it if we know it's missing.
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textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
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flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
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size. Helps make the fonts crisp when using vector renderer as a
text board.
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and a seperate voice server approach compatible with SLVoice is needed here.
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* Reduce 'asset not found' console debug spam
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* Fixed a bug with the Smooth Area brush.
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* Terrain Area-of-Effect brushes now should work properly.
* Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
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TerrainUtil class. More needs doing.
* Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
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isn't found, since this appears to be crashing Linden client 1.19.0(5)
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closer. Bugs may be due to the water distribution pattern.
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
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* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf)
* Replaces the 'flatten' brush when 'newbrushes' is enabled.
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System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out
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* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
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colour name can be any of the predefined .net System.Drawing.Color names.
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do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
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* Added Revert Area, flood brush.
* Added Revert Sphere, paint brush.
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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