One thing I've done is cache geometry and textures. I'll hash geometry
parameters for each object and store the geometry in GPU memory based on
this hash code, which allows me to only have one copy of geometry in memory
for all prims or objects of the same shape. If geometry isn't referenced
for
It's been nearly a decade since I worked on the materials implementation
for OpenSimulator, and it's possible that my memory may be inaccurate or
things have changed since I left the project.
i seem to remember that materials will default to the same texture
transform parameters for the prim or
That's quite a list and it's good to see them al in one place. I noticed
several of them could be implemented (nearly?) entirely viewer side;
perhaps some users aren't aware of this. I haven't been associated with
OpenSimulator development for several years now but I did take notice of
the #1
> Github's Dependabot says very publicly that our Log4Net.dll has an XXE
vulnerability.
This is eluding my google-fu and I can't find anything about it. Have a
link?
-D
On Wed, Dec 15, 2021 at 10:00 AM Fred Beckhusen wrote:
> Github's Dependabot says very publicly that our Log4Net.dll has an
A web server maintaining a database of IP addresses shouldn't be considered
reliable as grids may choose to move simulators around to different
machines, or may run them in containers on cloud services where IP
addresses can be dynamic and unpredictable. Asking the grid services if an
IP address
Perhaps you mean an on_error() event instead of a state change? An
unexpected state change can be difficult to recover from (closing
listeners. timers, and whatnot, and not knowing which state was active
before the change occurred).
On Wed, Oct 16, 2019 at 5:55 PM dz wrote:
> You miss the
https://github.com/jonnenauha/naali
Sent from my lAptop
On Mon, Dec 17, 2018 at 12:28 PM Kurt Pudniks wrote:
> https://en.m.wikipedia.org/wiki/OGRE
>
> https://www.ogre3d.org/
>
> Sent from my iPhone
>
> > On 18 Dec 2018, at 12:49 am, Adam Frisby wrote:
> >
> > Lumberyard requires you host
Or if the port can be mapped to a device file and the amount of data
thruput you want is relatively low, you could use something like a cgi
script to read/write the port and then read it in a script via
llHttpRequest()
On Thu, Sep 3, 2015 at 3:32 PM, Melanie wrote:
> You can
While I am somewhat disappointed by this decision I think it will probably
be a good choice. We've pulled in other features from forks in the past and
it's worked out fairly well although it's often is more work on our part.
I'll still request that your developers join our IRC channel (
I'll take a stab at this.
This mailing list is targeted primarily at developers (hence the name). I
believe the target customer if you will is... developers and system
administrators. There are developers who also provide end-user solutions
but these solutions are generally not part of the
I like this idea. I have done some physics via the region module interface
and had pretty good luck. I've also done client protocol implementations in
region modules and I can say that the available interfaces are incomplete
for the purposes of the entire LL protocol suite. I use EventManager for
It might be worth noting that making a call from managed to unmanaged code
typically has a lot of overhead. I've found that making fewer calls while
passing many data in arrays of native types is often a lot faster than
making many calls with fewer data. I suspect you've probably experienced
Hi Doug,
The project is managed in a very loose manner as that is what has
demonstrated the means of the success the project has achieved to date. The
core team controls the core team's repository. Most (all?) developers have
features they would like to see and they either develop them and
Thank you Doug for sharing your insights. I do tend to agree to some extent
that we are probably nearing crossroads and I'll try to explain why.
I've been involved in this project for around 8 years and I had been using
and contributing to libOpenmetaverse for some time before that. I've been
an
A while back I changed prebuild.exe to use .NET 3.5. Not sure if this is
related to your problem but I did it because newer versions of Mono (3.99+)
only had support for .NET framework 3.5 and above and the existing prebuild
would not work with them. I believe later versions of Microsoft .NET have
Thanks to you folks for all the work you are doing. I'm sure it will turn
into a better OpenSim experience for everyone.
I have a question about the viewer stats as they exist now. I noticed in
the viewer (Singularity) that Time Dilation as displayed in the viewer
stats display seems to have a
My understanding is that the restrictions and chat/content propagation
limitations would need to be implemented server side, otherwise nothing
would enforce them in older viewers.
On Thu, Jun 25, 2015 at 7:24 AM, Kevin Cozens ke...@ve3syb.ca wrote:
On 15-06-24 05:41 PM, Cinder Roxley wrote:
I don't know why anyone's name is on any project at this point and/or if it
is permanent or temporary. However, Overte is the entity that manages the
*licensing*; it does not develop the software nor does it have any
influence over development.
On Wed, Jun 24, 2015 at 2:46 AM, Fly Man
Just guessing, but I think that's a relatively newer feature in SL and so
probably uses a capability, and that the existence of that capability would
enable it.
On Wed, Jun 24, 2015 at 11:50 AM, Kevin Cozens ke...@ve3syb.ca wrote:
Greetings, all.
In the Options tab of About Land is a setting
Melanie did you migrate the accounts as well?
Also, the name of the IdealistViewer project is misspelled.
On Tue, Jun 23, 2015 at 11:23 AM, Melanie mela...@t-data.com wrote:
You should not access /gf/
Forge is no longer hosted on the GForge software as that software has gone
pay-only and the
May want to check to see if that library is still used anywhere. Only
places I know that use zip/zlib/whatever are mesh decompression, materials,
and iar/oar save/load, but there may be others. I remember I changed mesh
decompression to use System.IO.Compression probably a year or more ago. so
it
When a sim starts up, it tries to fetch all the mesh assets so it can
construct colliders for any that need them. Usually many of these assets
are in the region asset cache and the sim can pull them from there rather
quickly. If they don't exist in the cache for whatever reason (new region,
cache
2015-05-27 1:58 GMT+02:00
Dahlia Trimble dahliatrim...@gmail.com:
Just to clarify on
the slight chance it was missed, I wasn't suggesting
anyone fork off in any sense of the term. Many
forks, both public and private, already exist and I suspect
more will come about. My hope
it a project's direction
would never change to take into consideration the bitter lessons of
experience.
Morgaine.
On Tue, May 26, 2015 at 11:35 PM, Dahlia Trimble dahliatrim...@gmail.com
wrote:
Apparently there is still a fair bit of passion about this platform and I
prefer to see
Apparently there is still a fair bit of passion about this platform and I
prefer to see this in a manner where people can use the code in a way they
see fit and to (hopefully) contribute back something or pay it forward in
other ways as appropriate. I'm not opposed to forks but I'd hope civil
Thank you Doug, those indeed do look like desirable enhancements. I'm sure
many of the developers will do what we can to help you and the MOSES team
bring them into core.
On Sun, Apr 26, 2015 at 4:28 AM, Maxwell, Douglas CIV USARMY ARL (US)
douglas.maxwell3@mail.mil wrote:
Good Morning
of
breaking backwards compatibility with the benefits of funded research into
making OS better for all of us.
Frank
Sent from my iPad Air 2
On Apr 25, 2015, at 7:38 PM, Dahlia Trimble dahliatrim...@gmail.com
wrote:
My apologies for upsetting you, Frank. Perhaps it was the use of the
phrase
that can advance OS beyond being a toy that a few people play with.
On Apr 25, 2015, at 6:01 PM, Dahlia Trimble dahliatrim...@gmail.com
wrote:
It is indeed unfortunate that questionable results may have been
propagated. Please bear in mind that few, if any, developers of
OpenSimulator have
Hi Douglas,
At first glance, most of those look like useful changes that we should
consider accepting. I do have some concerns about the changes to time
dilation though. It's my (possibly incorrect) understanding that the time
dilation value is used to adjust the velocity of interpolated movement
PM, Dahlia Trimble dahliatrim...@gmail.com
wrote:
Hi Douglas,
At first glance, most of those look like useful changes that we should
consider accepting. I do have some concerns about the changes to time
dilation though. It's my (possibly incorrect) understanding that the time
dilation value
I'm not sure where the loss occurs but I've seen similar behavior in other
network layer implementations based on UDP. You can only send so much
before the receiving end sees packet loss and this makes sense as there is
no (or very little) buffering at the receiving end to store unprocessed
Some information which may be useful for those implementing protocols over
UDP: https://tools.ietf.org/html/rfc5405
On Mon, Mar 16, 2015 at 10:46 AM, Dahlia Trimble dahliatrim...@gmail.com
wrote:
I'm not sure where the loss occurs but I've seen similar behavior in other
network layer
If my memory is correct, SL sims run at a default of 45 frames/second.
OpenSimulator runs at 11. I'm not certain exactly why 11 was chosen but I
do know that increasing it increases the amount of work the simulator must
do. E.g., if you go from 11 to 45 you quadruple the work the simulator must
do
is.
Mike
On 3/2/15 3:54 PM, Dahlia Trimble wrote:
I believe 11 sim FPS is the target value. It would probably never go
above this, but a number consistently lower than 11 fps would indicate
performance problems. If the lie is simply a linear scaling, then it
would have no impact in the ability
As of commit 186d4a6d5b12e092eb033cf227338666c74b3a65 git master should
prebuild and build with mono 3.99.x. Due to other development activity it
probably wont run until commit 462f521eba0af14d97d39bc1bdfa676111451a3d or
later.
-dahlia
On Fri, Dec 26, 2014 at 9:08 PM, Michael Emory Cerquoni
some people might disagree.
https://www.youtube.com/watch?v=1Mg5_gxNXTofeature=player_detailpage#t=210
___
Opensim-dev mailing list
Opensim-dev@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
compatability seriously. That's what the profiles are an attempt at.
Mike
On 12/30/2014 05:29 AM, Dahlia Trimble wrote:
some people might disagree.
https://www.youtube.com/watch?v=1Mg5_gxNXTofeature=player_detailpage#t=210
___
Opensim-dev mailing
. Windows users are already covered as well.
Just my two cents ...
-BlueWall
On Tue, 2014-12-30 at 05:18 -0800, Dahlia Trimble wrote:
There already is a profile chosen by the project. If the latest mono
dev master can't compile with it, then those with the expertise to run
the latest dev
, such that people
wanting to use the older Mono versions should have to go out of their way
to do so. Everyone would win this way, yes?
-ste
On 12/30/14 9:24 AM, Dahlia Trimble wrote:
And which distros currently ship Mono 4.x? And if there currently were
any, would specifying an alternate compilation
Perhaps this is a bug in Mono 4?
Personally I think chasing the latest bleeding edge mono is a poor choice,
especially if it cannot compile code targeted at .NET 4.0. We should target
the most popular versions currently distributed with the most popular linux
distributions that are currently in
applications but in my case the value of
a dynamic protocol outweighed any gains I would have got from protocol
buffers (which I did evaluate).
On Tue, Dec 23, 2014 at 5:25 PM, Mic Bowman cmick...@gmail.com wrote:
On Tue, Dec 23, 2014 at 5:03 PM, Dahlia Trimble dahliatrim...@gmail.com
wrote
the thrust i read
in the undercurrent of the prior emails to make the interface LLSD
like everything else. That I am opposed to.
Melanie
On 24/12/2014 04:12, Dahlia Trimble wrote:
OSD has serializations for XML, JSON, Notation, and binary as per the
LLSD
documentation.
On Tue, Dec 23, 2014
I have a similar set of modules I wrote which allow for scene replication,
alternative viewers, remote scene manipulation, and pathfinding. I had also
intended to use them for out-of-process scripting but I've not done any
work there yet. I haven't considered committing them ot core yet as the
I tried replicating this on Ubuntu 14.10 running on a 2 core Digital Ocean
instance with the latest kernel installed that was available via apt-get
dist-upgrade (3.16.0-23-generic #30-Ubuntu SMP) and the mono that came with
the mono-complete package (Debian 3.2.8+dfsg-4ubuntu2). I was unable to
One issue with libomv bots (and I'm not sure if this applies to pCampbot or
not) is that running multiple bots from the same installation of libomv
results in them all sharing the same asset cache so asset fetches by such
clients will be much lower than normal viewers, perhaps even by an order of
I had run multiple IClientAPI stacks in several installations across
OpenSim versions between ~0.6.7 - 0.7.1 so if nothing has changed since
then which would prevent doing so I would believe running multiple
IClientAPI stacks simultaneously would still be possible. As mentioned in
an earlier
but I could be wrong (Diva may
know what it really is now). That was only a couple of observations so may
change under different conditions or different viewers.
On 18/11/14 22:35, Dahlia Trimble wrote:
One issue with libomv bots (and I'm not sure if this applies to pCampbot
Why c++? I'd think that 90% of what you needed was already written in c#
If you're using PrimMesher, I always ask that people who extract it and/or
port it to other languages include a notice in the source that I was the
original author.
On Wed, Oct 22, 2014 at 6:27 AM, Fumikazu Iseki
revealed to me that opensim on linux
uses more ram And I am more comfortable with the windows platform.
~Butch
On 10/11/2014 4:06 PM, Dahlia Trimble wrote:
I have noticed decreased performance when running OpenSimulator in a
VirtualBox VM vs. running it on the host. Usually it's when
I have noticed decreased performance when running OpenSimulator in a
VirtualBox VM vs. running it on the host. Usually it's when there is a lot
of I/O operations, such as high database activity or networking load. I've
also seen issues when a lot of timers are used in scripts. This makes sense
as
Sometimes mono wants a specific version of libgdiplus. You may need to
compile mono from source if you can't get binary versions of mono to work
with your system libraries. There are also some mismatches with some
versions of mono and some versions of libgdiplus where it fails when
loading or
I like the idea of being able to override the URI at the region level. That
way a region or group of regions which offers a integrated experience could
use the destination guide as a means for users to navigate the experience.
On Fri, Aug 1, 2014 at 12:46 PM, James Hughes
Make zero sea level? Wouldn't that change the definition of zero for
everything else? Not sure that's a good idea... I'd think just enabling
negative zero would be a better choice.
On Sun, Apr 27, 2014 at 10:13 AM, Mister Blue misterb...@misterblue.comwrote:
When I built BulletSim, I build for
for a client to finish movement into the sim.
Considering that I have 65 threads running on my standalone instance, with
4 cores that leaves about 15 threads competing. You have to do the work at
some point.
Matt
On Friday, April 25, 2014, Dahlia Trimble dahliatrim...@gmail.com wrote:
Depends
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