Age | Commit message (Collapse) | Author |
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The extras cache was never fully implemented and thus grows forever.
This coupled with the server side "bug" that sends innumerable blank overrides leads users to collect 100MB+ SLEC files which in turn cause significant pauses post TP.
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which interferred with getting benefits from LLSD array
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Release (Maint W) -> Maint X merge
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png_read_info triggered a PngError, LLAppViewer::frame() handled it
instead of LLPngWrapper::readPng, and since status didn't
change viewer tried to decode image again and again and again.
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# Conflicts:
# indra/llimage/llimageworker.cpp
# indra/llimage/llimageworker.h
# indra/newview/llcontrolavatar.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/lloutfitslist.cpp
# indra/newview/lloutfitslist.h
# indra/newview/lltexturefetch.cpp
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Move towards packaging artifacts with xz, which offers higher compression ratios and faster decode time.
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viewer#1163: Avoid terrain texture memory leak
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* #1064 Fix for mirror surfaces going black when the roughness is set too high.
* #1130 Fix for the user's avatar not appearing in mouselook in a mirror.
* #1059 Disable mirrors on low settings per the feature table.
* #860 Modify the settings UI to better reflect that we only have two AA modes: off and FXAA.
* #1191 Add some settings for mirrors in preferences.
* #1185 Add support for runtime mirror resolution changing. Useful for quality settings, and auto-FPS.
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* Fix mac build
* Mac build take 2
* Mac build take 3
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This is to do with misunderstandings related to how .find()
works with multimaps. .find() will, in fact, return an iterator
to the first iterator it finds, and will iterate through all
elements in the multimap when incremented, not just items with
the same key.
Change code working with animation sources to be aware of this
fact, so unrelated animation sources do not have their animations
stopped.
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# Conflicts:
# autobuild.xml
# indra/llcommon/llsys.cpp
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* #1126 GLTF Scene import initial prototype (working geometry import for some assets)
* #1126 WIP -- Expand support for more vertex formats, PoC material import, shadow support, scale support
* #1126 move GLTF implementation to newview/gltf
* #1126 Refactor attribute loading to be less copy/pasta for each combination of types
* #1126 Partially working object selection. Ability to have multiple scenes at once. Helpful message on how to use the preview button.
* #1126 Add bounding box debug display and untangle GLTF raycast from LLVOVolume raycast
* #1126 Working raycast on GLTF scenes.
* #1126 Remove some #pragma optimize offs
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following promotion of secondlife/viewer #690
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secondlife/viewer#759: Fix minimap loading for 2k PBR materials
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Add test_luafloater_demo2.lua and test_luafloater_gesture_list2.lua examples.
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probably other odd cases
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Luau for Linux
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Lua scripts floater
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the filename)
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Our std::strings are UTF-8 encoded, so conversion from std::string to
std::filesystem::path must use UTF-8 decoding. The native Windows
std::filesystem::path constructor and assignment operator accepting
std::string use "native narrow encoding," which mangles path strings
containing UTF-8 encoded non-ASCII characters.
fsyspath's std::string constructor and assignment operator explicitly engage
std::filesystem::u8path() to handle encoding. u8path() is deprecated in C++20,
but once we adapt fsyspath's conversion to C++20 conventions, consuming code
need not be modified.
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Don't split sky in radiance and irradiance maps
Allow for applying HDRI sky to only irradiance map
Allow for showing entire EEP sky (clouds and all) when split is set to zero
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(#1115)
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avatar not responding to keyboard inputs when not visible (#1113)
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On Windows, std::filesystem::path::value_type is wchar_t, not char -- so
path::string_type is std::wstring, not std::string. So while Posix path
instances implicitly convert to string, Windows path instances do not. Add
explicit u8string() calls.
Also add LL.abspath() Lua entry point to further facilitate finding a resource
file relative to the calling Lua script. Use abspath() for both
test_luafloater_demo.lua and test_luafloater_gesture_list.lua.
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This lets a calling script verify that it's running at the right point in the
viewer's life cycle. A script that wants to interact with the SL agent
wouldn't work if run from the viewer's command line -- unless it calls
startup.wait("STATE_STARTED"), which pauses until login is complete.
Modify test_luafloater_demo.lua and test_luafloater_gesture_list.lua to find
their respective floater XUI files in the same directory as themselves.
Make them both capture the reqid returned by the "showLuaFloater" operation,
and filter for events bearing the same reqid. This paves the way for a given
script to display more than one floater concurrently.
Make test_luafloater_demo.lua (which does not require in-world resources) wait
until 'STATE_LOGIN_WAIT', the point at which the viewer has presented the
login screen.
Make test_luafloater_gesture_list.lua (which interacts with the agent) wait
until 'STATE_STARTED', the point at which the viewer is fully in world.
Either or both can now be launched from the viewer's command line.
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Make LLRequireResolver capture std::filesystem::path instances, instead of
std::strings, for the path to resolve and the source directory. Store the
running script's containing directory instead of calling parent_path() over
and over.
Demote Lua LL.post_on() logging to DEBUG level instead of INFO.
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Earlier we had blithely designated the 'pending' list (which stores
WaitForReqid objects for pending request() and generate() calls) as a weak
table. But the caller of request() or generate() does not hold a reference to
the WaitForReqid object. Make pending hold "strong" references.
Private collections (pending, waitfors) and private scalars that are never
reassigned (reply, command) need not be entries in the leap table.
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Run each script file with new LuaState
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looks like file that was being parced got corrupted 'in progress'
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