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* Decreased the time of group cache to 1 min, because it was getting on my ↵Diva Canto2013-07-241-1/+1
| | | | nerves that it takes so long to let go of old info.
* Don't touch the Current Outfit folder also on coming back homeDiva Canto2013-07-231-1/+9
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* Restoring landing on prims, which had been affected by the edit beams commit.Diva Canto2013-07-231-0/+19
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* In renaming the folders for hypergriding, don't rename the Current Outfit ↵Diva Canto2013-07-231-1/+1
| | | | folder. The viewer doesn't like that.
* Improvement of fetching name in groupsDiva Canto2013-07-231-11/+10
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* Don't post Link asset types back to the home gridDiva Canto2013-07-233-8/+11
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* Improve spacing between data and units on console stats displayJustin Clark-Casey (justincc)2013-07-231-3/+12
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* BulletSim: Turn on center-of-mass calculation by default.Robert Adams2013-07-232-5/+7
| | | | | Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
* Revert "Revert "BulletSim: Add logic to linksets to change physical ↵Robert Adams2013-07-233-7/+59
| | | | | | | | properties for"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
* Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams2013-07-231-2/+15
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
* Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams2013-07-232-12/+33
| | | | | | | | enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
* Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-235-18/+121
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
* Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams2013-07-232-0/+15
| | | | | | | | on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
* Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams2013-07-233-23/+64
| | | | | | Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
* For stats which can show average change over time, show the last sample as ↵Justin Clark-Casey (justincc)2013-07-231-1/+11
| | | | | | well as the average. This is somewhat cryptic at the moment, need to improve documentation.
* Add proper method doc and comments to m_dataPresentEvent (from d9d9959)Justin Clark-Casey (justincc)2013-07-231-2/+13
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* Add clientstack.InboxPacketsCount stat. This records the number of packets ↵Justin Clark-Casey (justincc)2013-07-231-0/+13
| | | | | | waiting to be processed at the second stage (after initial UDP processing) If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code.
* Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP ↵Justin Clark-Casey (justincc)2013-07-232-3/+22
| | | | packets sent by a region per second
* Record raw number of UDP receives as clientstack.IncomingUDPReceivesCountJustin Clark-Casey (justincc)2013-07-232-1/+20
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* Add AverageUDPProcessTime stat to try and get a handle on how long we're ↵Justin Clark-Casey (justincc)2013-07-232-2/+56
| | | | | | | | taking on the initial processing of a UDP packet. If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss. If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race. This is an experimental stat which may be changed.
* Added check for user movement specification before discarding an incomingRobert Adams2013-07-222-42/+42
| | | | | | AgentUpdate packet. This fixes the problem with vehicles not moving forward after the first up-arrow. Code to fix a potential exception when using different IClientAPIs.
* Revert "BulletSim: freshen up the code for constraint based linksets."Robert Adams2013-07-223-64/+23
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
* Revert "Add experimental stubs for an extension function interface on both"Robert Adams2013-07-222-15/+0
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-225-121/+18
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams2013-07-222-33/+12
| | | | | | The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
* Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams2013-07-221-15/+2
| | | | | | The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
* Revert "BulletSim: Add logic to linksets to change physical properties for"Robert Adams2013-07-223-59/+7
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
* BulletSim: Add logic to linksets to change physical properties forRobert Adams2013-07-223-7/+59
| | | | | | whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape.
* BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams2013-07-221-2/+15
| | | | | and start changing the logic to handle the base prim as a complex object (ie, a linkset).
* BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2013-07-222-12/+33
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* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-225-18/+121
| | | | | | | | | | into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
* Add experimental stubs for an extension function interface on bothRobert Adams2013-07-222-0/+15
| | | | PhysicsScene and PhysicsActor.
* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-223-23/+64
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* Better version of previous commitDiva Canto2013-07-211-2/+6
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* Add the Current Outfit folder as an available folder in the SuitcaseInventory.Diva Canto2013-07-211-0/+16
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* Minor cosmetic changes.Diva Canto2013-07-211-27/+23
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* Minor aesthetic change to make things more clear.Diva Canto2013-07-211-1/+2
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* The quaternion delta was a bit to high, now that the head rotation is out of ↵Diva Canto2013-07-211-1/+1
| | | | the equation. (head rotation was the problematic one)
* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-216-28/+12
| | | | lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
* Filter certain viewer effects depending on distance between the avatar that ↵Diva Canto2013-07-211-7/+25
| | | | is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
* A couple of small optimizations over the previous commitDiva Canto2013-07-212-9/+11
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* Manage AgentUpdates more sanely:Diva Canto2013-07-216-146/+183
| | | | | | - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream
* Fixed the stats in show client stats. Also left some comments with ↵Diva Canto2013-07-213-9/+19
| | | | observations about AgentUpdates.
* Removed verbose debug from previous commitDiva Canto2013-07-211-1/+0
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* PollServiceRequestManager: changed the long poll from a Queue to a List. No ↵Diva Canto2013-07-211-13/+17
| | | | need to dequeue and enqueue items every 1sec.
* furhter shorten CheckAgentUpdateSignificance(). No real perf impact.Justin Clark-Casey (justincc)2013-07-211-7/+5
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* Remove some pointless code in CheckAgentUpdateSignificance()Justin Clark-Casey (justincc)2013-07-211-30/+20
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* Make the check as to whether any particular inbound AgentUpdate packet is ↵Justin Clark-Casey (justincc)2013-07-213-60/+131
| | | | | | significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing.
* Add measure of number of inbound AgentUpdates that were seen as significant ↵Justin Clark-Casey (justincc)2013-07-212-3/+12
| | | | | | | | | to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display.
* Hack in console command "debug lludp toggle agentupdate" to allow ↵Justin Clark-Casey (justincc)2013-07-211-0/+24
| | | | | | | | AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers.