| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
| |
|
|
|
|
|
|
|
|
| |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
|
|
|
|
|
|
|
| |
when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
|
|
|
|
|
|
| |
InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
|
|
|
|
|
|
| |
bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
|
|
|
|
| |
CoalescedSceneObjects from the serializer.
|
|
|
|
|
|
|
| |
as the item.
This now only happens for the first object (which was the item selected last when the coalesce was originally taken)
This matches the expected behaviour of the environment as seen on the Linden Labs grid.
|
|
|
|
|
|
|
|
|
| |
used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
|
| |
|
|
|
|
| |
inventory
|
| |
|
|
|
|
| |
OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
|
|
|
|
| |
now, only saves to .png.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
RayEndIsIntersection byte
|
|
|
|
| |
rotation it was stored with.
|
|
|
|
| |
whether to use the serialized rotation or not. Not used yet.
|
|
|
|
|
|
|
|
| |
inventory.
This should happen if the client supplies a task ID with the RezObject call.
The rez goes through the same code as llRezObject(), so the same perms are applied.
Rotation isn't yet preserved, this should be fixed shortly.
|
| |
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=5403 prior to doing something about it.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This is to create greater consistency with all the other show commands.
|
|
|
|
| |
exception output on Windows.
|
| |
|
|
|
|
| |
understandable for new users.
|
|\
| |
| |
| |
| |
| |
| |
| | |
queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
|
| |\
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
|
| | |
| | |
| | |
| | | |
is big enough.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
version is r1755 + patches as detailed in the svn logs.
This brings it into line with the Windows and Linux libraries.
This is a universal dylib with x86_64, i386 and ppc parts. However, even on a 64 bit Intel machine Mono can only P/INVOKE the i386 version right now. ppc is untested.
The configuration used to compile was
CFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" CXXFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" LDFLAGS="-arch i386 -arch x86_64 -arch ppc" ./configure --enable-old-trimesh --disable-asserts --enable-shared --disable-dependency-tracking --disable-demos --without-x
--disable-demos --without-x is required to build ODE on Mac OS X
CFLAGS, CXXFLAGS and --disable-dependency-tracking are necessary to build the universal dylib (some compilation lines use CFLAGS instead of CXXFLAGS)
The other settings are tweaks for using ODE with OpenSim
|
| | |
| | |
| | |
| | |
| | |
| | | |
implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
|
| | | |
|
| | | |
|