This setting controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
co-op should be more stable but this option is experimental.
If moving from co-op to abort, existing script DLLs will need to be recompiled.
This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
This reduces base memory churn of every client connection, improving the garbage collection situation.
The effect is a significant portion of base load (an avatar standing still on a completely blank island)
but will probably still be swallowed up by other memory use on active regions.
Tests have shown no noticeable impact on speed of processing incoming packets, though setting remains
in case a switch back is needed.
Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate.
One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules,
though these should be fixed as soon as practicable.
Default is true, as has been the case historically.
Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
This retrieves and caches information from the PresenceService to only send messages to online users.
This is reported to much improve performance for large groups where most users are offline.
Cache is 20 seconds to balance requests against users not receiving messages until cache updates.
This is an alternative to an approach where login/logout notification is sent directly from simulator to groups service.
However, I'm not convinced that this PresenceService approach is actually better. Needs more thought.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
which makes volume detect fail.
This controls how many undo steps the simulator will store for each prim.
Default is now 20 rather than 5 as it briefly was.
The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.