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path: root/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs (follow)
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* Second part of invisible base avatar optionMelanie Thielker2014-11-101-1/+6
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* scale ChildAgentThrottles with distance (internal to child server and notUbitUmarov2014-11-061-1/+6
| | | | root as was done before )
* allow drawdistance to change between 32 and MaxDrawDistance, configurableUbitUmarov2014-11-061-2/+2
| | | | | | value default to 256, so should have no effect. Next steps needed: reduce client udp Throttles with distance, update childreen connections with significat movement and view range changes, Make disconnect be delayed in time, make disconnects be receiving region action not sender on region changes. Allow distance less than 256 to only connect to visible regions, even none. Make this be relative to camera and not agent position or region centers as it is now.
* don't send updates for deleted agentsUbitUmarov2014-11-011-3/+4
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* sadly revert to resend terseUpdates enqueuing them back into entityupdatesUbitUmarov2014-10-311-3/+46
| | | | | queue. Viewers fail to handle correctly out of order updates with ugly visible effects. Make sure these packets don't include acks so they aren't lost.
* try to make SOG crossings full async. Simplify some borders checking....UbitUmarov2014-10-241-1/+1
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* do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
| | | | corrected viewers do work
* add method to get a category throttle rateUbitUmarov2014-08-291-3/+5
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* send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
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* if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-281-107/+4
| | | | should send other avatarinformation with same priority on same Task category ( plus cleanup )
* *test* back to no sog kills, little retouch on attachment updates,UbitUmarov2014-08-251-1/+1
| | | | NameValue AttachItemID is a root part thing only
* *test* cleanup the bugs nestUbitUmarov2014-08-251-6/+8
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* change enconding of attachment updates NameValue and State fieldsUbitUmarov2014-08-251-0/+19
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* clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-22/+2
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* on updates, send rotations using livomv Quaternion.toBytes() againUbitUmarov2014-08-231-4/+2
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* Remove entities from updates queues on kill. Do it sync so enqueues afterUbitUmarov2014-08-231-0/+6
| | | | the kill work
* add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+26
| | | | optionally overriding its parentID. check what it does to attachments
* remove from use the UpdatesResend on resending udp packets. Just resendUbitUmarov2014-08-201-36/+44
| | | | | the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.
* send zero velocity again on avatar full update or its uglyUbitUmarov2014-08-191-1/+1
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* fix the encoding of rotation in updates, not just using the next field toUbitUmarov2014-08-191-15/+12
| | | | override w bytes. ( specially having it commented )
* still another ...UbitUmarov2014-08-191-2/+1
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* fix a missed blocking of sending updates the the new attach points aboveUbitUmarov2014-08-191-2/+1
| | | | hud indexes
* NextAnimationSequenceNumber be a udpserver variable with random startUbitUmarov2014-08-161-2/+5
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* add a estimator of client ping time, and painfully make it visible in showUbitUmarov2014-08-141-0/+12
| | | | connections console command
* Merge branch 'ubitworkmaster'Melanie Thielker2014-08-131-33/+48
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| * remove HandleCompleteMovementIntoRegion delay hack from llUDPserver. If weUbitUmarov2014-08-131-2/+4
| | | | | | | | | | need a delay, we need to do it at end of HandleUseCircuitCode before feeding pending packets (including that one) into processing queue.
| * take agentUpdate checks out of llUDPserver (disabling useless debug) andUbitUmarov2014-08-121-24/+32
| | | | | | | | do it only where its supposed to be done..
| * do the significance test invalidation at MoveAgentToRegionUbitUmarov2014-08-121-4/+3
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| * no need to go from cos into squared sin when just abs of cos is as goodUbitUmarov2014-08-121-5/+7
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| * force AgentUpdate after CompleteAgentMovement to pass by significance testUbitUmarov2014-08-121-5/+9
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* | Revert "make HandlerRegionHandshakeReply processing async and delay it a ↵Melanie Thielker2014-08-131-6/+2
|/ | | | | | | | | | bit. This" This reverts commit 30f00bfb14cce582382bd37b1e22062af664ec64. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
* Reduce delay time on regin handshake reply to speed up terrain sending.Melanie Thielker2014-08-071-1/+1
| | | | Terrain IS more important than avatar!
* minor clean, dont check for cache if we aren't using it..UbitUmarov2014-08-071-82/+22
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* reply to cached checks with same serial numberUbitUmarov2014-08-071-3/+4
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* DANGER... changed bakedtextures caching. Assuming grid baking is cacheUbitUmarov2014-08-071-67/+43
| | | | only, reduced number of accesses to it. TESTING
* bakemodule didnt like last changesUbitUmarov2014-08-061-8/+5
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* some debug to remove laterUbitUmarov2014-08-061-1/+3
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* try to make the baked textures cache workUbitUmarov2014-08-061-33/+40
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* Revert "start sending terrain in scenePresence after well defined avatar. Minor"UbitUmarov2014-08-041-20/+8
| | | | This reverts commit 05a2feba5d780c57c252891a20071800fd9f2e3e.
* start sending terrain in scenePresence after well defined avatar. MinorUbitUmarov2014-08-041-8/+20
| | | | change on significante AgentUpdate check.
* make HandlerRegionHandshakeReply processing async and delay it a bit. ThisUbitUmarov2014-07-301-2/+6
| | | | | | | delays things like terrain height map sending, giving chance to completemovent to send more priority information. POssible things on this should be on other event trigger when its more apropriate really done.
* Send new parcel permissions to activate viewer options - done right this timeMelanie Thielker2014-07-291-4/+6
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* Add new fields to parcel updateMelanie Thielker2014-07-291-1/+11
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* fix HUD attachment update filter to allow avatar center etcUbitUmarov2014-07-221-2/+2
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* remove avn hack on sitted avatars positionsUbitUmarov2014-07-201-27/+3
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* Fix coalesced objects not showing up as "piles" of prims (AVN only bug)Melanie Thielker2014-07-201-4/+4
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* Merge branch 'master' of ssh://3dhosting.de/var/git/careminsterMelanie Thielker2014-06-211-220/+499
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * Merge branch 'master' into careminsterMelanie2013-12-071-11/+19
| |\ | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| | * Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-1/+24
| | | | | | | | | | | | | | | | | | | | | x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
| | * Still send CameraEyeOffset in UDP SendSitReponse even if at offset is ↵Justin Clark-Casey (justincc)2013-11-291-5/+2
| | | | | | | | | | | | Vector3.Zero