V-Sekai Changelog - 2021-09

To prevent future disruption, I have implemented both mitigations outlined in this helpful ServerFault answer! https://serverfault.com/a/291202 regrets_for_not_using_ubuntu++;”

I think the overall design is great. we are wondering how to configure the variables”

To correct, I edited /etc/systemd/system/k3s.service and changed the ExecStart lines to:

ExecStart=/usr/local/bin/k3s \
    server \
        '-o' \
        '/root/.kube/config' \
        '--default-local-storage-path' \
        '/kube/pvc' \
        '--disable=traefik' \
        '--disable=servicelb' \
        '--disable=flannel' \
        '--disable=cni' \
        '--kubelet-arg=eviction-soft=memory.available<0%,imagefs.available<0%,nodefs.available<0%' \
        '--kubelet-arg=eviction-hard=memory.available<0%,imagefs.available<0%,nodefs.available<0%' \
  • 2021-09-18 12:41:48Z fire: “> WOW…. workarounds galore and its not pretty, and it crashes badly when you exit Godot, but OpenVR is breathing life and renders to the headset now. That means that the system at its core is working and we’re now at a stage of fixing bugs (well I still need to finish the changes to controllers).

For OpenXR there is far more work to do because there currently isn’t any support for rendering to texture chains supplied by the plugin and I’m only about halfway through converting all the code. I plan to do more on that conversion tomorrow as I wait for things to be fixed in Godot before I can take the next steps with OpenVR.”

Next up is parsing the texture filename mapping from FBX files to assist in material discovery, since Unity legacy materials default to lookup by texture filename rather than material name or texture name. Since Godot has no means for preserving the original filename on import when the files are not present, doing a fix to the FBX2glTF tool won’t quite cover my necessary usecase, so I think extracting the map in the tooling is easiest. Will probably revisit this decision later.” 👍 (4)