Age | Commit message (Collapse) | Author |
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* prevent erroneous edit of wrong parcel
Fixes jira-archive-internal/issues/70771
[SL-20409] Erroneous Local Parcel Twins -
Parcel Updates Across Region Borders -
unrequested updateDatabaseParcel changes
* remove unused argument in sendParcelPropertiesUpdate()
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* #3788 Support dynamic probe allocation.
* #3738 Mitigate probe flashing
* #3735 Mitigate realtime probes flashing
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* Switch to smaller runners
* Make the runner conditional based upon a specific tag.
Co-authored-by: Andrey Lihatskiy <alihatskiy@productengine.com>
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when bias fluctuates a bit.
Make bias' effect a bit more gradual.
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moved by the script
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Main thread has priority, it shouldn't be relocking on each loadMeshLOD
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Maint B leftover commits
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if destination was changed
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Follow-up to previous commit 4a07fd3. This will resolve the warning
showing up when loading the viewer for the first time.
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message_template.msg to agree with master-message-template
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SLD2-devel no longer exists in tumbleweed repositories, replace with libSDL2_gfx-1_0-0, libSDL2_gfx-devel, & sdl2-compat-devel
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since they upgraded to 1.4.1 from stable 1.2.7 and there seem to be API
changes and we're not ready for them yet.
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Disabling glGetError() calls in release build
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Disabled Smoothie in llvertexbuffer, using LL method
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#3685 Add two new slapps to support wearing contents of folders - Add and Remove
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#3739 Friends list login race condition
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dimensions after shader changes; **Replaces forced shader refresh with lightweight guard**
This commit introduces a guard in `LLPipeline::resizeShadowTexture()` to prevent shadow texture resizing when the shadow render target (mRT) has invalid (zero) dimensions. **This replaces a previous, less efficient approach of forcing a full shader recompile whenever `RenderShadowResolutionScale` was changed in-session.**
**Background and Problem:**
Previously, the code forced a full shader recompile whenever `RenderShadowResolutionScale` changed in-session (after toggling advanced graphics settings like SSAO or HDR). While this “sledgehammer” approach did fix broken shadow rendering, it unnecessarily thrashed the shader cache and reset many pipeline states.
**Solution:**
This commit removes the forced shader recompile in favor of a guard check in `LLPipeline::resizeShadowTexture()`. The guard ensures mRT (the shadow render target) has non-zero dimensions before resizing. If mRT is zero for that frame, the resize operation is skipped, and a warning is logged. Once mRT becomes valid (usually in the next frame), the shadow texture is resized successfully without requiring a full shader refresh.
**Detailed changes:**
- Reverted the binding of `RenderShadowResolutionScale` to `handleSetShaderChanged`.
- Restored the original `handleShadowsResized` listener for `RenderShadowResolutionScale` in `llviewercontrol.cpp`.
- Added guard checks in `LLPipeline::resizeShadowTexture()` to skip resizing when `mRT->width` or `mRT->height` is zero.
- Added logging statements to track how many frames are skipped.
**Benefits:**
- Prevents shader thrashing while still avoiding shadow corruption.
- Shadows now update correctly as soon as mRT dimensions are valid.
- Maintains a detailed record of frames skipped.
- **Lightweight and targeted interim solution, much less disruptive than a full shader recompile.**
Testing:
1. Reproduce the bug as described in the bug report (toggle SSAO, then change RenderShadowResolutionScale).
2. Verify that shadows are no longer broken after these steps.
3. Check the logs for the warning message indicating skipped frames when the bug is triggered.
4. Confirm that under normal operation (without shader changes causing mRT issues), shadow resizing works as expected without excessive warnings.
Documentation:
No user-facing documentation changes are needed for this interim fix. However, internal developer documentation should note this guard and the ongoing investigation into the root cause.
Further Development:
This guard is a temporary fix. The root cause of why mRT becomes invalid after shader changes needs to be investigated and resolved. See the bug report for detailed next steps for investigation.
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reduce build time
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It was reporting shutdown as crashes to bugsplat
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2025.03 Cherry pick from Maint B
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This changeset adds a timestamp in the format of "YYYY-MM-DD_HHSS" to
snapshot filenames. This is useful for understanding when a snapshot was
taken, chronologically ordering files, and is less confusing than the
current method of adding a number to the snapshot name, as it does not
result in interleaving of old and new snapshots inside a directory.
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Shadows were not updating correctly after a shader change occurred in-session and then the RenderShadowResolutionScale setting was adjusted. This issue is present in Second Life Release 7.1.12.1355088671 (64-bit) and Second Life Test 7.1.12.250701803 (64-bit).
**Specifically, after any shader-related setting is changed in-session (such as toggling Advanced Graphics options like SSAO, HDR, Depth of Field, SSR, Antialiasing, or changing the Graphics Quality preset), subsequent adjustments to `RenderShadowResolutionScale` via Debug Settings result in broken shadow rendering.** The shadows become corrupted or disappear entirely and do not reflect the new resolution scale. Correct shadow rendering is only restored by toggling a shader or restarting the viewer. This behavior is inconsistent with other render settings that update immediately after modification and degrades the user experience when dynamically adjusting shadow quality.
This commit changes the signal listener for "RenderShadowResolutionScale" in **llviewercontrol.cpp** from `handleShadowsResized` to `handleSetShaderChanged`.
`handleSetShaderChanged` ensures a full shader update, which is necessary for this setting to take effect immediately—similar to other render settings like RenderDeferredSSAO.
This change ensures that shadows update correctly and immediately when the resolution scale is changed in Debug Settings, even after prior shader changes in the session, without requiring additional shader toggling or viewer restarts. This provides a smoother and more responsive experience for advanced users adjusting shadow quality in various rendering scenarios.
---
**Steps to Reproduce (Bug)**
_Verified in Second Life Release 7.1.12.1355088671 (64-bit) and Second Life Test 7.1.12.250701803 (64-bit):_
1. **Fresh Install Preparation:** Ensure a clean Second Life installation state. Ideally, uninstall and reinstall the viewer or clear/rename all folders in `AppData\Local\Second Life` and `AppData\Roaming\Second Life` before launching.
2. Launch the Second Life Viewer and log in.
3. Enable the Debug Menu: Open Preferences (Ctrl+P), go to the "Advanced" tab, and check "Show Advanced Settings".
4. Open Debug Settings: Click the "Advanced" menu in the menu bar and select "Debug Settings."
5. Locate the `RenderShadowResolutionScale` setting (which should be set to 1.0 on a clean install).
6. Initially, changing `RenderShadowResolutionScale` at this point may not exhibit the bug. Proceed to the next steps to reliably trigger it.
7. **Trigger the Bug:** Open Preferences (Ctrl+P) again and go to the "Graphics" tab.
8. Click the "Advanced Settings" button.
9. **Toggle *any* of the following Advanced Graphics options:**
- Screen Space Ambient Occlusion
- HDR and Emissive Rendering
- Depth of Field
- Screen Space Reflections
- Antialiasing
- *Alternatively*, change the "Graphics Quality" preset slider (e.g., Low to Ultra or any other change).
10. Return to the Debug Settings floater.
11. Change the value of `RenderShadowResolutionScale` to a different value (e.g., from 1.0 to 0.5 or 2.0).
12. **Observe the Bug:** Notice that shadow rendering does not update correctly—shadows become corrupted or disappear.
13. **Workaround (in buggy version):** To restore correct shadow rendering without the fix, either:
- Toggle a different shader (e.g., change graphics presets in Preferences, or toggle SSAO, SSR, etc.), or
- Restart the viewer.
**Steps to Verify (Fix):**
1. Build the viewer with this commit applied.
2. Launch the viewer and log in.
3. Repeat steps 1–9 from "Steps to Reproduce (Bug)" to ensure an Advanced Graphics setting is toggled before proceeding.
4. Open Debug Settings and locate `RenderShadowResolutionScale`.
5. Change the value of `RenderShadowResolutionScale` (e.g., from 1.0 to 0.5 or 2.0).
6. **Verify the Fix:** Confirm that shadow rendering updates immediately and correctly—even after toggling Advanced Graphics settings—with the shadows visibly changing resolution in real time. No shader toggling or viewer restart is required.
---
- No specific regression testing is required for this targeted fix. However, standard viewer functionality should be verified after building to ensure no unintended side effects have been introduced. Pay particular attention to shadow rendering in various environments and lighting conditions to confirm the fix has not negatively impacted other shadow-related features.
---
- No documentation changes are needed as this is a bug fix for an existing debug setting.
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#3702 Crash at doTeleportViaLandmark
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