Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | | | | Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵ | Robert Adams | 2012-12-18 | 3 | -9/+19 | |
| | | | | | | | | | | | | | | | | | | | | | | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags. | |||||
| * | | | | | Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of ↵ | Justin Clark-Casey (justincc) | 2012-12-19 | 1 | -5/+8 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | interference between incoming packets. On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other. Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono. Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool] Or async_packet_handling = false in [ClientStack.LindenUDP] For now, will simply disable this particular pooling though will revisit this issue. In response to http://opensimulator.org/mantis/view.php?id=6468 | |||||
* | | | | | | Merge branch 'avination' into careminster | Melanie | 2012-12-18 | 28 | -584/+1425 | |
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| * | | | | | Fix locking for good | Melanie | 2012-12-18 | 1 | -3/+3 | |
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| * | | | | Merge branch 'ubitwork' into avination | Melanie | 2012-12-17 | 5 | -176/+250 | |
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| | * | | | *TESTP unscripted sit: missing files | UbitUmarov | 2012-12-17 | 2 | -0/+6 | |
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| | * | | | * TEST * unscripted sit | UbitUmarov | 2012-12-17 | 3 | -176/+244 | |
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| * | | | | Merge branch 'avination' of ssh://3dhosting.de/var/git/careminster into ↵ | Melanie | 2012-12-17 | 1 | -3/+3 | |
| |\ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | avination Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||||
| | * | | | | * Fix for Prim Locking. Prior to the merge, it was just a clone of the ↵ | teravus | 2012-12-15 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | | | | | | | | | root part to each of the child parts. | |||||
| * | | | | | Fix locking objects | Melanie | 2012-12-16 | 1 | -1/+3 | |
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| * | | | | Merge branch 'ubitwork' into avination | Melanie | 2012-12-14 | 20 | -490/+979 | |
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| | * | | | right fix this time ?? | UbitUmarov | 2012-12-13 | 1 | -1/+1 | |
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| | * | | | fix the 'fix' | UbitUmarov | 2012-12-13 | 1 | -2/+2 | |
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| | * | | | fix coment out code not in use | UbitUmarov | 2012-12-13 | 1 | -2/+2 | |
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| | * | | | FIX small avatars movement on terrain. (avatar appearance getting even | UbitUmarov | 2012-12-13 | 2 | -5/+39 | |
| | | | | | | | | | | | | | | | | | | | | more messy) | |||||
| | * | | | add a Check method to flotsamAssetCache, so to check if a asset is in | UbitUmarov | 2012-12-13 | 7 | -20/+151 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cache without actually loading it. Make use limited use of it in avatarfactory textures check. Also on llclientview HandleAgentTextureCached that now should work. Other asset cache modules for now will return false, so are broken. baked textures logic still unchanged. *UNTESTED* | |||||
| | * | | | make ubitODE ignore X and Y rotation components on avatar rotations | UbitUmarov | 2012-12-11 | 1 | -14/+37 | |
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| | * | | | changes on the fast speed avatars collider, collisions from above, etc | UbitUmarov | 2012-12-11 | 1 | -62/+64 | |
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| | * | | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-12-11 | 1 | -1/+1 | |
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| | * | | | | fix let other phys plugins work.. broken when added feetOffset | UbitUmarov | 2012-12-11 | 3 | -13/+8 | |
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| | * | | | | missing files remove some warnings... | UbitUmarov | 2012-12-11 | 3 | -4/+3 | |
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| | * | | | | missing file | UbitUmarov | 2012-12-11 | 1 | -0/+9 | |
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| | * | | | | a few more changes on avatar collider | UbitUmarov | 2012-12-11 | 2 | -299/+363 | |
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| | * | | | | typo fix | UbitUmarov | 2012-12-10 | 1 | -2/+3 | |
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| | * | | | | add velocityinterpolator packets handling but actually do nothing, since | UbitUmarov | 2012-12-09 | 1 | -1/+27 | |
| | | | | | | | | | | | | | | | | | | | | | | | | they don't do what i was looking for. | |||||
| | * | | | | add some default size setting and checks | UbitUmarov | 2012-12-07 | 3 | -4/+28 | |
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| | * | | | | revert the use of avatar skeleton and use avatar size provided by viewers, | UbitUmarov | 2012-12-07 | 8 | -313/+62 | |
| | | | | | | | | | | | | | | | | | | | | | | | | since at least for now seems good enought | |||||
| | * | | | | create a new ode character also with the new information | UbitUmarov | 2012-12-07 | 4 | -5/+26 | |
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| | * | | | | calculate avatar size on tps | UbitUmarov | 2012-12-07 | 1 | -2/+3 | |
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| | * | | | | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 2012-12-07 | 6 | -6/+68 | |
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| | * | | | | fix regression | UbitUmarov | 2012-12-07 | 1 | -2/+2 | |
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| | * | | | | *TEST* add some avatar skeleton information and use it to calculate avatar | UbitUmarov | 2012-12-07 | 3 | -4/+336 | |
| | | | | | | | | | | | | | | | | | | | | | | | | height and bounding box. Change LSL acording. | |||||
| | * | | | | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2012-12-05 | 4 | -105/+85 | |
| | | | | | | | | | | | | | | | | | | | | | | | | avatar collider, just rounding the boxes, etc | |||||
| | * | | | | move characters (avatars) to own collision space, also fixing a problem | UbitUmarov | 2012-12-04 | 3 | -14/+47 | |
| | | | | | | | | | | | | | | | | | | | | | | | | with previus code that was still assuming the avatar is g2 | |||||
| | * | | | | raise standing avatar a bit to reduce knees bending on some collisions. | UbitUmarov | 2012-12-04 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | | | | | | | | | reduce head size a bit | |||||
| | * | | | | Merge branch 'avination' into ubitwork | Melanie | 2012-12-03 | 7 | -108/+384 | |
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| | * | | | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-12-01 | 1 | -0/+3 | |
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| | * | | | | | don't zero constant force and torque in selection | UbitUmarov | 2012-11-24 | 1 | -6/+6 | |
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| | * | | | | | avoid potencial NullReferenceException | UbitUmarov | 2012-11-24 | 1 | -2/+5 | |
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| * | | | | | | Prevent a failed user relogi from throwing exceptions in poll services | Melanie | 2012-12-14 | 2 | -2/+2 | |
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| * | | | | | Check database for root prim IDs only to try and get a handle on prim loss | Melanie | 2012-12-09 | 1 | -1/+1 | |
| | |_|/ / | |/| | | | | | | | | | | | | | once and for all. | |||||
| * | | | | *TEST* diferent avatar collider | UbitUmarov | 2012-12-03 | 3 | -103/+350 | |
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| * | | | | fix vertex rounding direction | UbitUmarov | 2012-12-03 | 1 | -1/+8 | |
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| * | | | | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces number | UbitUmarov | 2012-12-03 | 1 | -0/+16 | |
| | | | | | | | | | | | | | | | | | | | | of unique vertices only originated by math errors in PrimMesher | |||||
| * | | | | adjust avatar standing Z position | UbitUmarov | 2012-12-03 | 1 | -5/+11 | |
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| * | | | | Add a transaction ID to the money module path for llTransferLindenDollars | Melanie | 2012-12-03 | 3 | -4/+4 | |
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* | | | | Merge branch 'master' into careminster | Melanie | 2012-12-18 | 8 | -41/+61 | |
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| * | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-12-17 | 5 | -37/+28 | |
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| | * | | | BulletSim: apply friction to linear and angular motion before returning ↵ | Robert Adams | 2012-12-17 | 3 | -14/+2 | |
| | | | | | | | | | | | | | | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning. | |||||
| | * | | | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵ | Robert Adams | 2012-12-17 | 4 | -29/+32 | |
| | | | | | | | | | | | | | | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard. |