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Releases: kf6kjg/Anaximander2

v2.3.1

08 Apr 00:33
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A lot of changes have happened since the last release, mostly centered around issues that cropped up when running on 1000+ region highly active grids.

Quick summary:

  • (v2.3.1) Matched RDB semantics to match Halcyon, fixing a problem that would show up on some valid same-host RDB configurations.
  • Major overhaul of the database access architecture, resulting in a HUGE performance increase when dealing with large numbers of regions.
  • Exceptions are now logged instead of crashing the program.
  • Library updates and code cleanups.
  • Fixed #22 - Prims larger than or equal to 200m on both the X and Y plane when viewed straight down "from space" are blocked. This solves the problem of offshore megasculpts blocking up the map.
  • Fixed #23 - Max prim elevation is now computed differently than in SecondLife: it is now simply 256m up from the lowest point in the region's terrain.

v2.3.0

08 May 18:32
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Superceded by v2.3.1.

v2.2.0 - CloudFiles, cross-region prims, and more

11 Jul 04:29
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I finally decided to release again: I'd been aiming to have this release have a 3D rendered map, but that has now been moved to a future 3.0 release - it's a lot harder than I thought. If you've got any ideas, please see Issue #20.

That said, this release comes with a BUNCH of issues fixed and new goodies:

  • Prims that cross region boundaries are now drawn on the other regions! Not even SL's map has this AFAICT. I'm super excited about this one! Issue #12
  • You can now set Anaximander up to make water regions distinct from the ocean! Overlay textures can be optionally specified in the INI file for Ocean, aka void space, and for region water with the new OceanOverlay and WaterOverlay attributes. Please see the sample INI file for details. Issue #4.
  • Added support for CloudFiles asset servers.
  • Fixed a bug where the asset cache would crash on parallel read under Windows. Issue #11
  • Fixed a crash when an expected WHIP server wasn't online. Issue #14
  • Made Anaximander recover from database errors nicer. It still stops, but it no longer throws hard-to-read exceptions all over your screen.
  • Fixed a crash caused by bad image assets. Would love a sample of one of these wild bad assets so that I can get my libraries to support it. See comment for commit 6d7dd5.
  • Forked the library I was using to connect to the asset servers into it's own project: Chattel. Check it out!
  • Shortened a timeout to respond better when a region is up but otherwise just not responding to connections.
  • Lots of logging lines were made more relevant and otherwise cleaned up.

v2.1.1

26 Feb 18:30
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True terrain and OBB face colors are now supported if a WHIP asset server is specified in the INI file! This means your map tile just became a lot more colorful, and true to color at that.

New features:

  • Asset server support added, currently only supporting the WHIP asset server.
  • Disk-based local asset caching.
  • Memory-based cache of textures.
  • Terrain colors now use the average color of the actual texture used to color the terrain!
  • Prim OBB faces also now use the average color of the actual texture used to color the face of the prim, as well as multiply in the face color.
  • Old tile deletion is now run in parallel to speed things up.
  • Moar and clearer logging notes to help make understanding problems easier.
  • Lower priority operation on Windows to not starve other processes if used on a server that's doing other things as well.
  • Commandline parameter and INI file stanza to control amount of parallel processing: with the -p=X option you are now in control of how many threads you want it to consume.

Bugfixes:

  • #10 fixed by following my own documentation: simply needed to update region coordinates using the correct function, and now offline region tiles are no longer being deleted after being created.
  • One of the libraries had multiple versions being referenced, which apparently on Windows causes a crash. Mono didn't care.

v2.0.1

13 Feb 01:26
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Improved logging.

v2.0.0

03 Feb 07:17
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Getting release builds from both build systems to work together.