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Merge 2025.03 release into develop. #3911
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skins are needed to decloud avatars as much as lods
when calculating priority
Account for queue size instead of just active request Reduce mutex locking Prioritize skininfo queue over lod queue to lessen issues with t-poses
1. Don't do an extra skin request unless there is info about a skin 2. Proccess lods on the go if they were in initial packet
preparation for further work
LLMeshHeaderHandler preallocates file with empty data, there is no point reading large empty sections so write presense flags at the start of the file
Request was sent and handle is valid, save it
Tracy shows that thread waits a lot on mutexes. Split in and out mutexes, so that new work can be scheduled by main thread without blocking handling
Skin info parsing is expensive, offload to thread pool
Terrain was arriving and processing too late resulting in issues like "Lower terrain material incorrectly shown momentarily"
drain UDP socket in idleNetwork() to avoid dropped packets
Merge Forever Fps into 2025.03
# Conflicts: # indra/newview/llmeshrepository.cpp # indra/newview/llmeshrepository.h
instead of re-requesting parcel data for a dozen parcels. Add request timeout in case parcel request hits throttle
according to bugsplat mWrapperPanel is null.
A long standing one
assertInitializedDoError() on shutdown
Bump feature table version.
Release/2025.03
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