| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | | |
the time with an in-memory data plugin
|
| | | | | | | | | | | | |
|
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | | |
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
|
| | | | | | | | | | | | |
|
| | | | | | | | | | | | |
|
| | | | | | | | | | | | |
|
| | | | | | | | | | | | |
|
| | | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \ \
| | |_|_|_|_|_|_|_|_|_|/
| |/| | | | | | | | | | |
|
| | |_|_|_|_|_|_|_|_|/
| |/| | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
|
|/ / / / / / / / / /
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
this change makes it possible to set an absolute position on a group before it is put into a scene.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
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.
|