| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
| |
thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
|
|
|
|
| |
when [Startup] section is not present (though this is extremely unlikely).
|
|
|
|
| |
disabled for testing purposes if necessary.
|
| |
|
|
|
|
| |
other small tidies of "load oar" console command help.
|
| |
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
|
|
|
|
|
|
| |
bulletsim physics is running in a separate thread.
This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
|
|
|
|
| |
non-shared and non-shared as shared
|
| |
|
|
|
|
|
|
| |
shutdown.
Adds regression test for this case.
|
|
|
|
|
|
| |
Specifically, StoreEstateSettings was not being used anywhere; instead EstatSetting.Save was being called, but that method is a trigger to the DB-layer code directly, which, besides being wrong, was making it impossible to replace the service with a remote connector.
Also added more packing/unpacking code.
|
| |
|
| |
|
|
|
|
|
|
| |
config option, LogOverloads, to log when a thread pool overload occurs.
This option defaults to "True" because the logging data is useful for
diagnosing threading issues.
|
|
|
|
| |
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
|
|
|
|
| |
Recent versions of Firestorm and Singularity have started sending the viewer name in the 'Channel' field, leaving only their version number in the 'Viewer' field. So we need to search both of these fields for the viewer name.
This resolves http://opensimulator.org/mantis/view.php?id=6952
|
|
|
|
|
|
| |
is given.
This is done by calling the constructor only with a directory if one is actually given.
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
regions" console output.
|
| |
|
|
|
|
|
| |
the 'load oar' and 'scene' commands. Before they were ignored but the
code now relies on the SOG.IsAttachment function for attachmentness.
|
| |
|
|
|
|
|
| |
existing parameters. ('--forceterrain' becomes '--force-terrain').
The old forms have been kept for downward compatiblity.
|
|\ |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Add --forceterrain and --forceparcel to 'load oar'. In order to not change
the operation of --merge (which does an object merge and suppresses terrain
and parcel information loading), added the --force* parameters to be used
when loading multiple oars to build up a varregion.
Added --rotation and --rotationcenter parameters to 'load oar' which apply a rotation to
the loaded oar objects before displacing. The rotation is in degrees (pos or neg)
and the center defaults to "<128, 128, 0>".
|
| |
| |
| |
| |
| | |
--noterrain suppresses the loading of the terrain from the oar.
--noparcels suppresses the loading of parcel information from the oar.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Adds displacment to all objects and terrain loaded from the oar.
As an example, if you have a 512x512 region and an old 256x256 oar, doing
load oar --displacement "<128,128,0>" oarFile.oar
will load the object (and terrain) into the middle of the 512x512 region.
If displacement is not specified, 'load oar' works like it always has.
If you have a 5
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| | |
repeated use of these commands will induce floating point accumulation errors. Please back up your region before using.
|
| |
| |
| |
| |
| |
| | |
Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
of rotation and center can be optionally overridden in the command line
|
| |
| |
| |
| | |
but not for foliage, don't know why. Also doesn't work on terrain. Successive use of this command will likely introduce floating point error accumulation. Back up your region before using it :)
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
again as "non-shared"
Addresses http://opensimulator.org/mantis/view.php?id=6860
|
|\ \
| |/ |
|
| |
| |
| |
| | |
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
[Startup] section.
These are long unused but confusingly will be seen in the [Startup] section on a "config save".
|
| |
| |
| |
| |
| |
| | |
physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
|
|/
|
|
|
|
|
|
| |
count number to integer world coordinates.
Added new methods RegionWorldLoc[XY].
Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim.
Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability
of external region management packages.
|
|
|
|
|
|
| |
it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
|
| |
|
| |
|
|
|
|
| |
just environment variables
|