| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| | |
|
| |
| |
| |
| | |
Also, "show sensors" changes to "show script sensors".
|
| |
| |
| |
| | |
fix up code comment
|
| | |
|
|\ \
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
| | |
| | |
| | | |
XBakes Module and service for full functionality. Previous no-cache functionality works without the service and module. In some ways, I would have been happier not putting an AssetBase in WearableCacheItem.. but turns out it was probably unavoidable. No additional locks, yay.
|
|\ \ \
| |/ / |
|
| | | |
|
| | |
| | |
| | |
| | | |
Cached Bakes.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
truly equal
|
| | |
| | |
| | |
| | | |
console command
|
| | |
| | |
| | |
| | | |
rather than having to ToString() them first
|
| | |
| | |
| | |
| | | |
This shows the current animation sequence and default anims for avatars.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | |
| | | |
A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
|
| | |
| | |
| | |
| | |
| | |
| | | |
pool on first use rather than constructing it ourselves.
No functional change.
|
|\ \ \
| |/ / |
|
| | | |
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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*
|
| | | |
|
| | |
| | |
| | |
| | | |
since at least for now seems good enought
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
height and bounding box. Change LSL acording.
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
|
| | |
| | |
| | |
| | | |
that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
|
| |/ /
| | |
| | |
| | | |
We do this in OpenSim.exe to hide output when unmanaged dll are scanned by mono addins. Libomv has hard-coded path to "." for the openjpeg libraries, causing output to the console when they are scanned. We will cover this up for now, then look at getting libomv to look for the libs outside the "." later.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
Removed some white space in a line, looking to trigger a build
|
| |\ \ |
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Server/Base/ServicesServerBase.cs
|
| |\ \ \ \ |
|
| |\ \ \ \ \ |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Move PluginManager out to OpenSimFramework for general use
|
|\ \ \ \ \ \ \
| | |_|_|_|/ /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
code complexity
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
is ignored by the ExtraParams properly anyway
|
| | | | | | | |
|
| | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | | |
than creating a new CultureInfo separately
|
|\ \ \ \ \ \
| |/ / / / /
| | | | | /
| |_|_|_|/
|/| | | |
| | | | | |
Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
|
| | | | |
| | | | |
| | | | |
| | | | | |
automatically turns off any logging enabled between tests
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
parcel owner ID to the estate owner even if the group UUID was present.
Aims to address http://opensimulator.org/mantis/view.php?id=6355
As part of this work, an incomplete IXGroupsData was added which currently only allows store/fetch/delete of group records
(i.e. no membership data etc)
This is subject to change and currently only an in-memory storage implementation exists for regression test purposes.
|