-
Nyx (Neal Orman) authored
problem was caused by triggering updateMeshTextures() every time visual params or textures were changed on your base avatar object. The latest structure makes the parameters and textures in the wearables authoritative, causing them to be copied to the avatar on a regular basis. This resulted in way too many callbacks to be registered while waiting for baked textures to be uploaded. Fixed by removing many calls to updateMeshTextures() and ensuring that it gets called every time an appropriate param or texture actually changes, or a wearable gets added/removed. This appears to cut the number of callbacks to a reasonable level. Code reviewed by Bigpapi.
Nyx (Neal Orman) authoredproblem was caused by triggering updateMeshTextures() every time visual params or textures were changed on your base avatar object. The latest structure makes the parameters and textures in the wearables authoritative, causing them to be copied to the avatar on a regular basis. This resulted in way too many callbacks to be registered while waiting for baked textures to be uploaded. Fixed by removing many calls to updateMeshTextures() and ensuring that it gets called every time an appropriate param or texture actually changes, or a wearable gets added/removed. This appears to cut the number of callbacks to a reasonable level. Code reviewed by Bigpapi.
Code owners
Assign users and groups as approvers for specific file changes. Learn more.