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Changed the title of the bug a little to highlight it.
Attached a picture of the object with I am sending to Sidewinder that can cause this problem 100% of the time showing the angle to walk from one post to the other to cause the problem
Sean - does both sim fps and physics fps stay at a high value during this problem? Thanks, Sidewinder
I'm not sure if this is the same molasses thing that I have been experiencing - when I see it, physics FPS and/or Time Dilation both drop, and can stay dropped from anywhere between a second or two, to up to a minute in the rarest occasions.
The performance drops I have experienced seem shorter when standing still, but when moving (either walking, flying, or using a vehicle) they can last 10 or 20 seconds, and rarely, 30 to 60 seconds. Updated summary to reflect correct avatar state. It's stuck in fall, not hover.
To answer your question Sidewider, I just tested it again and sim fps, physics fps & time dilation are unchanged.
Screenshot added w/sim stats
Confirm as falling... and demonstrated to Sidewinder in world.
Should be fixed ... this happens when the AV hits something and gets a slight push upwards. I increased the distance we look from the AV foot down to see if it's on a surface, so minor bumps shouldn't make this happen.
I've just tested it (after the restart) on two different types of stairs and the issue still exists.
This isn't just going up. If the avatar is also walking down steps it goes into a falling state. Substantially better but not perfect. However Sidewinder has told me Simon Linden is not quite happy yet...
The fix as applied in 1.20.0.83683 is markedly better, my test object no causes "bump lag" as Sidewinder has termed it and a full day in sim only found one place of this falling behaviour in my 4'8" avatar. I can now duplicate the problem in this new location, similar case where you walk into the "step" then keep walking, but instead of your movement blocked you go into falling with AO on and are unable to step away. The step I can duplicate this is .84M high at the point I am trying to walk up it. http://slurl.com/secondlife/Neverland%202/84/38/29 This is still happening sometimes.
Changing the title slightly to use sidewinders own term for this problem
Also related (probably a duplicate) is
I was able to reproduce it at Neverland 84/37/29
Thanks to Sean's example where this bug reproduces I was able to fix it. It will take a few weeks for the fix to make its way through LL's test and deploy pipeline.
Fixed as part of 1.22.2 Rolling Restart
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You could be walking along a prim path or you could be climbing stars or you could be purposely walking into a fence.
A 100% reproduction is to walk into a carefully constructed barrier prim, just the right size and just the right angle, and keep walking forwards. If you have an AO on when you release your keys you keep walking. Turning 180 degrees and trying to walk places you into a very slow, molasses bound walking state for up to a minute.
Pressing fly clears the state alot quicker and seems to be a viable work around.
Sim FPS do not drop, they stay at 45 during the collision period.
World/Region/Debug/Collisions shows low numbers 1.5 or so for both the avatar and the object collided into.
I am sending Sidewinder an object that can 100% cause this problem when used correctly. To trigger the fault, with AO On...
1) walk from one corner to the other... post to post and keep walking when you hit the post at 45 degrees.
2) Release the forward arrow key and your AV will stay walking where it should stop walking
3) Optionally turn Off AO and your AV and your av will change to falling state
4) Turn 180 degrees and try to walk out of it
5) Fly to clear the collision almost instantly
There is another case where this happens on normal terrain walking through a linden tree.... but it is still not reproducable and very rare. The end result is the same, your AO keeps moving at the same speed, sim FPS stays at 45 and you move very very slowly forwards.