MantisBT - Issues
Updated: 19 min 57 sec ago
Mouse look position uses root prim in linkset when sitting on child prim makes camera position totally wrong, the root prim works fine though.
Entering mouselook and looking down at the avatar's feet, the camera height in OpenSim appears to be situated near the avatar's waist, not at the head, as in SL. Comparison snapshot included.
When flying in SL and even in Opensim using ODE physics, there is a slight upwards push to allow the avatar to fly over low objects. This is not present in bullet sim and as a result, when flying the avatar seems to belly flop on the ground and skim along unable to fly over even the smallest of prims.<br /> <br /> While the height can be controlled by opening the movement floater window and manually pressing to go up, i feel its more user friendly to include this slight upwards force automatically as is expected when using ode. I would expect most people use the fly button and the movement floater is extra screen clutter.<br /> <br /> Not sure if this patch is done as efficiently as it could be or if its even wanted but in case it is, i have attached it to this post.
0007220: Hypergrid jump from OSGrid to Kitely Welcome Center confuses viewer / server about worn attachments
If I hypergrid jump from Wright Plaza to Kitely Welcome Center, the viewer (happens with 3 viewers I have tried) or the server seem to get confused about whether my attachments are worn or just rezzed inworld. My attachments seem to exist in BOTH conditions at once. Attachments which I was wearing during the jump will appear (in my viewer) as detached, floating inworld. But the same attachments ALSO appear (in my viewer) as worn. I say ALSO because editing these floating attachments and clicking RELOAD will RELOAD the attachments inworld and ALSO on my body. The attachments are sculpts, so I can watch them turn into spheres and reload their shape, inworld and on my body, at the same time. Other Kitely users have taken screenshots of me in this state and their screenshots show me appearing (to other users) as bereft of ALL attachments. The rogue attachments do NOT show at all in other user's viewers. So my viewer and other user's viewers are showing different versions of the scene. I don't know which version is "correct" as to what is actually happening. I don't know whether this is a server issue, a viewer issue, or what. But it is a mess.<br /> <br /> Clicking REMOVE OUTFIT and then REPLACE OUTFIT, from the Inventory folder which contains the attachments, makes the floating attachments vanish from inworld and return to my body (in my viewer.) In the viewers of other users, my attachments never return and I am bereft of all attachments. <br /> <br /> A Kitely admin suggested that I might not have full perms on some of the attachments, but a permission check says that I do. <br /> <br /> This issue has only recently started happening for me on Kitely Welcome Center.
For regions where ExportSupported=true, the Export checkbox is often disabled (greyed out) in viewers that support the Export permission. This seems to be due to the textures used (e.g. default plywood texture) having PermissionMask.All rather than PermissionMask.All|PermissionMask.Export
Since changing from ODE to Bullet physics we have been having problems with simulated projectiles. <br /> <br /> Using ODE there were issues as well, I had to make some changes in llRezObject because when a projectile was rezzed, it dropped to the floor due to gravity before the impulse was applied. Basically too much was happening between rezzing and applying force which caused bullets to be impractical. Note that it works ok on an empty server, but when there is a slight load on the server it showed the above effect.<br /> <br /> But that's not the issue I'm reporting here, although i think the cause of this issue is probably similar. Since changing to bulletsim, the projectile fires as before, but when it hits a target, the scripts collision event does not fire immediately. It rolls off the target hits the wall behind, rolls along that for a few seconds and then eventually the collision even is fired. This basically means that the projectile says its hit the wrong target even tho it hit that target first, it just didn't detect that collision. I think this is because the projectile hits the target before the script is setup and running. This was never an issue with ODE.
0007217: The sim can on occasions introduce faulty GridUser entries that prevent setting HomePositions correctly
The attached patch will remove the ability of the sim to introduce those entries.<br /> <br /> However, on HG visitor Robust will add those HG UUI entries before the sim will do anything on GridUser service. <br /> <br /> Therefore despite reducing the GridUser connector, the HG visitor difference will persist since Robust is mapping those entries to the longer HG UUI GridUser entry. The database modules actually look for the longest entry in the database.<br /> <br /> On concern was originally that those HG UUI would not show up by that change. However, the foreignagent handler within Robust is actually preventing that by adding those GridUser entries early in the HG teleport.
19:39:19 - [TEXTURED MAPTILE RENDERER]: Generating Maptile Step 1: Terrain<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture b8d3965a-ad78-bf43-699b-bff8eca6c975, found: True<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture abb783e6-3e93-26c0-248a-247666855da3, found: True<br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture 179cdabd-398a-9b6b-1391-4dc333ba321f, found: True<br /> Could not find required dynamic token 0x0a000031<br /> Stacktrace:<br /> <br /> at <unknown> <0xffffffff><br /> 19:39:19 - [TEXTURED MAPTILE RENDERER]: Fetched texture beb169c7-11ea-fff2-efe5-0f24dc881df2, found: True<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject (System.IO.BinaryWriter,long,object) [0x0011e] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:370<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance (System.IO.BinaryWriter,object,bool) [0x00062] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:303<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects (System.IO.BinaryWriter) [0x00005] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:281<br /> at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph (System.IO.BinaryWriter,object,System.Runtime.Remoting.Messaging.Header) [0x0001f] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:268<br /> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object,System.Runtime.Remoting.Messaging.Header) [0x0005f] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:230<br /> at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object) [0x00000] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:209<br /> at OpenSim.Region.CoreModules.Asset.FlotsamAssetCache.WriteFileCache (string,OpenSim.Framework.AssetBase) [0x00034] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs:648<br /> at OpenSim.Region.CoreModules.Asset.FlotsamAssetCache/<UpdateFileCache>c__AnonStorey0.<>m__0 (object) [0x00013] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs:304<br /> at OpenSim.Framework.Util/<FireAndForget>c__AnonStorey0.<>m__1 (object) [0x00091] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Framework/Util.cs:2150<br /> at OpenSim.Framework.Util.<FireAndForget>m__0 (System.Threading.WaitCallback,object) [0x00002] in /home/ste/grid/src/coreOS/build/build-r24842/OpenSim/Framework/Util.cs:2226<br /> at Amib.Threading.Internal.WorkItemsGroupBase/<QueueWorkItem>c__AnonStorey2`2.<>m__0 (object) [0x00013] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItemsGroupBase.cs:333<br /> at Amib.Threading.Internal.WorkItem.ExecuteWorkItem () [0x00049] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItem.cs:379<br /> at Amib.Threading.Internal.WorkItem.Execute () [0x00022] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/WorkItem.cs:312<br /> at Amib.Threading.SmartThreadPool.ExecuteWorkItem (Amib.Threading.Internal.WorkItem) [0x00025] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/SmartThreadPool.cs:881<br /> at Amib.Threading.SmartThreadPool.ProcessQueuedItems () [0x00199] in /home/ste/grid/src/coreOS/build/build-r24842/ThirdParty/SmartThreadPool/SmartThreadPool.cs:821<br /> at System.Threading.Thread.StartInternal () [0x00016] in /root/install/mono-3.6.1/mono/mcs/class/corlib/System.Threading/Thread.cs:691<br /> at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0004e, 0xffffffff><br /> <br /> Native stacktrace:<br /> <br /> 19:39:19 - [TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in 162 ms<br /> mono() [0x4a3305]<br /> /lib64/libpthread.so.0(+0xf710) [0x7f5453f46710]<br /> /lib64/libc.so.6(gsignal+0x35) [0x7f5453bd5925]<br /> /lib64/libc.so.6(abort+0x175) [0x7f5453bd7105]<br /> mono() [0x6362ed]<br /> mono() [0x636423]<br /> mono() [0x5ba582]<br /> mono(mono_field_from_token+0x4d) [0x53e17d]<br /> mono() [0x45c1cc]<br /> mono() [0x41b66b]<br /> mono() [0x41d2d3]<br /> mono() [0x41de2b]<br /> mono() [0x4a7788]<br /> mono() [0x4a81a4]<br /> [0x4117bde6]<br /> <br /> Debug info from gdb:<br /> <br /> <br /> =================================================================<br /> Got a SIGABRT while executing native code. This usually indicates<br /> a fatal error in the mono runtime or one of the native libraries<br /> used by your application.<br /> =================================================================
<a href="http://opensimulator.org/wiki/Logging">http://opensimulator.org/wiki/Logging</a> [<a href="http://opensimulator.org/wiki/Logging" target="_blank">^</a>] <br /> Section on "Setting log levels during runtime "<br /> <br /> set log level ... text states...<br /> "Not specifying any level will tell you what the current console logging level is."<br /> <br /> This is not so... It gives this indication that a parameter is required.<br /> <br /> Region (root) # set log level<br /> Usage: set log level <level><br /> <br /> Could change the wiki, or make the command do as advertised.
I see llPassTouches does not work, linked prims remain clickable
I see PRIM_MEDIA_AUTO_PLAY, TRUE does not work when I use it in the llSetLinkMedia function. I have to click a second time to display the content. The content is not displayed automatically.
The log file indicates the crash was caused by an inventory item with a duplicate key.
0007211: WARN - OpenSim.Region.DataSnapshot.DataSnapshotManager [DATASNAPSHOT]: Caught unknown exception while trying to load snapshot:
Seeing the following warning on startup of a var region.<br /> <br /> WARN - OpenSim.Region.DataSnapshot.DataSnapshotManager [DATASNAPSHOT]: Caught unknown exception while trying to load snapshot:
Proposal: option to set startup logo...<br /> <br /> OpenSimDefault.ini (example)<br /> <br /> ; Set custom logo at startup<br /> startup_logo = "startuplogo2.txt"<br /> <br /> <br /> startuplogo2.txt has to be available within bin folder...
Local Chat Fail for Driver of Physical Vehicle: to Sitting Passengers or Vehicle Texting Commands.<br /> <br /> Pilot / Driver of physical vehicle can not communicate using local chat Say channels with sitting passenger(s) after the vehicle moves more than 20m (or 30m) from the point where the passenger(s) sits on the vehicle. This also affects chat say texting commands by Pilot / Driver to the vehicle. Say text commands from Pilot/Driver to vehicle fail more than 20m from the vehicle Pilot / Driver original point of sit.<br /> <br /> The region doesn't seem to update the sitting avatar's location (or the vehicle's location) for chat texting purposes.<br /> <br /> Tests seem to indicate that the Passenger avatar's texting location remains at the location where the passenger sat on the vehicle.
PRIM_OMEGA return no values.<br /> <br /> Tested with:<br /> llGetPrimitiveParams([PRIM_OMEGA]);<br /> <br /> and with:<br /> llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_OMEGA]);
Included patch to add the AGENT_AUTOPILOT constant. Doesn't actually do anything as far as testing for it with llGetAgentInfo() but it does allow scripts to compile that use it instead of compile fail.
The AutoBackup module is broken. It fails silently because when the timer goes off to do the backups, it reads from a list that is never assigned to, so does nothing. Also it uses the flag 'Scene.RegionReady' which as far as i can tell is also not assigned to and always returns region down. Another problem after fixing those is that it was calling the archiver module and passing null in the options field causing an exception.<br /> <br /> As well as the fixes above to get the module working again, I included an extra option to skip saving assets. If the assets database is backed up separately this would be preferable because it means that AutoBackup doesn't take much resources during a backup cycle.
I am trying to turn on a read-only mode in my region. During specific times, I'll run:<br /> bypass permissions true<br /> force permissions false<br /> <br /> This effectively prevents all modifications, except for a few. The avatars can change their physical attributes (height, build, etc...) and they can remove clothing, but they cannot wear clothing (even if it was what they just removed).<br /> <br /> I'd prefer to either prevent all avatar changes, or allow both removing and wearing clothes.
The Windlight and Lightshare settings are part of the region and should be saved when creating oars and restored when loading them.