| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
cases things seem not to stop
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
geom types
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
terrain until ode doesn't eat all stack. Add a pre-simulation method to do
pending actors changes (except mesh assets still not ready to use), to be
optionaly called before firing heartbeat. [UNTESTED]
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | |\ \ \ \ \ \
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/Physics/Meshing/Meshmerizer.cs
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
now
|
| | |\ \ \ \ \ \ \
| | | |/ / / / / / |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | |\ \ \ \ \ \ \ |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
for all physics engines)
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \
| | |_|_|_|/ / / / /
| |/| | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
check we received a request handler first since this is not guaranteed.
Resolves harmless logged exception when content type and generic xml rpc requests take more than 3 seconds.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
commit (1de80c)
|
|\ \ \ \ \ \ \ \ \ \
| |/ / / / / / / / /
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
IClientAPI from LLClientView
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
|
|\ \ \ \ \ \ \ \ \ \
| |/ / / / / / / / /
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
one we pool atm, rather than attempting to return all incoming packets.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
churn
|
|\ \ \ \ \ \ \ \ \ \
| | |/ / / / / / / /
| |/| | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
of the link set to make the build floater behave consistently.
Fixes permissions exploit introduced on 23 August.
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | |_|_|/ / / / /
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
permissive" is used.
|
|\ \ \ \ \ \ \ \ \
| | |/ / / / / / /
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
ignoring it.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
memory churn changes rather than waiting for the average to move.
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
UDP data.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / / |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This was a regression from 16c9c1df Sat Oct 6 02:34:49 2012 +0100.
Should resolve http://opensimulator.org/mantis/view.php?id=6360
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
|