| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
threads"
This reverts commit 461ecd7cf9edebce45ab715901a7f3b02c216e7b.
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
on missing textures. It was just waiting and no event was being provided. This re-enables the 404 response.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
isn't an actual asset UUID, then try to load it like an asset id first, then try to load it as a task inventoryitem name. If the passed UUID is a string, try to load it like a task inventory item name.
|
|\ \ \ \ \ \ \
| | |_|/ / / /
| |/| | | | | |
|
| |\ \ \ \ \ \ |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Adding additional return status for JsonRpcMethod. Now returns true/false
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
careminster
|
| |\ \ \ \ \ \ \ \
| | | |_|_|/ / / /
| | |/| | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | |_|/ / / /
| | |/| | | | | |
|
| | |\ \ \ \ \ \
| | | | |_|_|_|/
| | | |/| | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
avatar fields from the bake data. No more auto rebaking on teleport assuming your wearables, bakes and cache are consistent.
* Speeds up appearance sending.. since there's nothing to wait for.
|
| | |\ \ \ \ \ \ |
|
| | | |/ / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
|
| | | |\ \ \ \ \ |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This reverts commit 4d92c6b39f3ebb7a27517493b66d097d9d9d23dd.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
removed by intel folks (?)( should it be used or removed ??)
|
| | | |\ \ \ \ \ \
| | | | |/ / / / / |
|
| | | | |\ \ \ \ \ |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
AvatarAppearance.VPElement so it can be easily looked up in code/module
|
|\ \ \ \ \ \ \ \ \ \
| |/ / / / / / / / /
|/| | | | | | / / /
| | |_|_|_|_|/ / /
| |/| | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
without rebuilding the whole compound shape. Should make vehicles move
smoother.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
stopping walking. Consolidate movement tests into the one prestep motion action
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
properly if the vehicle moves during vehicle actions.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
OpenSimDefaults.ini / section [IRC]
http://opensimulator.org/mantis/view.php?id=6470
idea: https://github.com/ssm2017/IrcBridgeAlert
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
destructor.
Hopes to address occasional shutdown failures from http://opensimulator.org/mantis/view.php?id=6503
|