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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-06-0513-4/+261
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| * | Strengthen some assumptions.Diva Canto2013-06-051-0/+5
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* | | Fix keyframe motion copyrightMelanie2013-06-061-3/+26
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* | Database persistence for keyframes. Contains a Migration.Melanie2013-06-062-4/+32
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* | Hook up Keyframe motion to almost everything. Failing to cross a sim borderMelanie2013-06-0611-0/+229
|/ | | | may yield unexpected results in some cases. No database persistence yet,
* Committing Avination's Keyframe module. This is not hooked up yet and will ↵Melanie2013-06-061-0/+766
| | | | do nothing. More commits to follow.
* Merge branch 'master' of /home/opensim/var/repo/opensimBlueWall2013-06-054-63/+343
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-06-054-37/+84
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| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-06-051-14/+16
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| | * | Avoid a deadlock where a script can attempt to take a ↵Justin Clark-Casey (justincc)2013-06-051-11/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ScriptInstance.m_Scripts lock then a lock on SP.m_attachments whilst SP.MakeRootAgent() attempts to take in the opposite order. This is because scripts (at least on XEngine) start unsuspended - deceptively the ResumeScripts() calls in various places in the code are actually completely redundant (and useless). The solution chosen here is to use a copy of the SP attachments and not have the list locked whilst creating the scripts when an avatar enters the region. This looks to address http://opensimulator.org/mantis/view.php?id=6557
| * | | Port Avination's inventory send throttlingMelanie2013-06-053-52/+322
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* | | | Prevent processing for NpcBlueWall2013-06-051-1/+3
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* | | | CleanupBlueWall2013-06-051-5/+0
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* | | Remove a couple of orphaned linesBlueWall2013-06-051-3/+0
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* | | Make locking more uniformBlueWall2013-06-051-14/+19
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* | BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams2013-06-051-1/+1
| | | | | | | | | | | | heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness.
* | BulletSim: fix corner case when rebuilding a compound linkset whileRobert Adams2013-06-051-11/+46
|/ | | | | | a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes.
* New HttpServer_OpenSim.dll with increased limits on number of connections, ↵Diva Canto2013-06-041-0/+0
| | | | requests, etc.
* BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-013-73/+209
| | | | | | | | | | thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
* Adding standard OpenSim header to source filesBlueWall2013-05-318-0/+216
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* Adding back the BasicProfileModuleBlueWall2013-05-313-75/+193
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* Remove unnecessary m_scenes and m_scene from AsyncCommandManager.Justin Clark-Casey (justincc)2013-05-311-6/+1
| | | | These were private and the sole point of use (to know when to load config for the first time) can be done by looking at script engines instead.
* Lock areas of AsyncCommandManager where multiple threads could try to ↵Justin Clark-Casey (justincc)2013-05-311-111/+177
| | | | | | | | access/update the same static structures simultaneously. This is possible where there is more than one scene (multiple copies of the same script engine) and/or more than one script engine being used. These operations are not thread safe and could be leading to the exceptions/problems seen in http://opensimulator.org/mantis/view.php?id=6651 This also prevents a small race condition where more than one AsyncLSLCmdHandlerThread could be started.
* refactor: Remove unused AsyncCommandManager.PleaseShutdownJustin Clark-Casey (justincc)2013-05-311-19/+1
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* Fill in fields with default values on profile creationBlueWall2013-05-311-2/+48
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* Trigger Jenkins buildBlueWall2013-05-301-0/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimRobert Adams2013-05-3020-178/+3727
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| * Merge branch 'work' contains UserProfiles with Robust service and updates ↵BlueWall2013-05-3020-178/+3727
| |\ | | | | | | | | | region module using JsonRpc messaging. Requres no databse changes (but backup existing data before use).
| | * UserProfilesBlueWall2013-05-3020-178/+3727
| | | | | | | | | | | | UserProfiles for Robust and Standalone. Includes service and connectors for Robust and standalone opensim plus matching region module.
* | | Trigger OnScenePresenceUpdated when the avatar's animations change.Robert Adams2013-05-302-4/+21
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* | | Add methods to Animation and AnimationSet for easier manipulation andRobert Adams2013-05-303-0/+156
| | | | | | | | | | | | | | | display of groups of animations (Equal(), ToString(), FromOSDArray(), ...). No functional change to animations.
* | | Add region heartbeat start event to complement heartbeat end event.Robert Adams2013-05-302-0/+25
| | | | | | | | | | | | This allows object modification before the usual heartbeat operation.
* | | BulletSim: remove unuseful BulletSim parameters from OpenSimDefaults.ini andRobert Adams2013-05-301-32/+25
|/ / | | | | | | replace with things someone might actually want to tune (avatar height, ...).
* | If an exception occurs in the AsyncCommandManager loop, spit it out to log ↵Justin Clark-Casey (justincc)2013-05-301-8/+6
|/ | | | | | rather than silently swallowing it. This might help diagnose the cause of http://opensimulator.org/mantis/view.php?id=6651 where sometimes scripts fail to start on region start.
* minor: fix warnings in GodsModule that were due to duplicate using statementsJustin Clark-Casey (justincc)2013-05-301-11/+7
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* Fix passing of voice distance attenuation to the Vivox voice server.Justin Clark-Casey (justincc)2013-05-301-1/+1
| | | | | Because of a typo, this wasn't being done at all - now the 'default' value as described in OpenSimDefaults.ini of 10m is passed (vivox_channel_clamping_distance) Thanks to Ai Austin for spotting this.
* If on a sit request we sit the avatar on a different prim in a linkset for ↵Justin Clark-Casey (justincc)2013-05-301-3/+3
| | | | | | | | | some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one. This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual. The original spot was by Vegaslon, this commit just goes about it in a slightly different way This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this. However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is.
* Try caching the user name for a new agent earlier on in the process of ↵Justin Clark-Casey (justincc)2013-05-293-5/+11
| | | | | | | | | | establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues. The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding. However, in theory the incoming agent should have made that binding before any such request is triggered. So moving this binding to an earlier point in the process to see if this makes a difference. Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache. This relates to http://opensimulator.org/mantis/view.php?id=6625
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-05-292-14/+27
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-05-2839-334/+820
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| * | First change in Vivox for ages! -- added a lock to serialize calls to vivox ↵Diva Canto2013-05-281-14/+25
| | | | | | | | | | | | servers. This may ameliorate things when lots of avies arrive in a sim at about the same time. Turns out that there are 4 http requests per avie to Vivox.
| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-05-2019-12093/+12114
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| * | | Add commentDiva Canto2013-05-201-0/+2
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* | | | Add HG regression TestCachedUserNameForNewAgent()Justin Clark-Casey (justincc)2013-05-292-0/+77
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* | | BulletSim: don't zero motion when changing vehicle type.Robert Adams2013-05-281-1/+4
| | | | | | | | | | | | | | | Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
* | | BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams2013-05-271-2/+2
| | | | | | | | | | | | | | | | | | if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
* | | BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams2013-05-265-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
* | | Update the money framework to allow sending the new style linden "serverside ↵Melanie2013-05-259-44/+32
| | | | | | | | | | | | | | | | | | is now viewerside" messages regarding currency This will require all money modules to be refactored!
* | | Meshmerizer: remember to add the copied hull verts to the list of hulls.Robert Adams2013-05-241-0/+1
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* | | BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-242-1/+5
| | | | | | | | | | | | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.