| Commit message (Collapse) | Author | Age | Files | Lines |
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RequestObjectPropertiesFamily reply and not the actual ObjectProperties packet
Signed-off-by: Diva Canto <diva@metaverseink.com>
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inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum.
This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
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for pointing this out.
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alpha viewers after recent changes to viewer code by LL.""
This brings back the fix for recent viewer click to buy prim dialog which was reverted after some reports of objects being altered when touched.
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viewers after recent changes to viewer code by LL."
See: http://opensimulator.org/mantis/view.php?id=7426#c28089
Reverting this commit due to unwanted effects.
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after recent changes to viewer code by LL.
Recent viewer changes by linden lab now require more information when requesting prim tooltip data. The object properties must now be sent when the viewer requests the object family properties used to display the tool tip. Thanks to Liru for finding the viewer commit that broke this feature in OS.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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tells us the exception type as well as the message and stacktrace details.
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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requests.
This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations.
Currently only applied to AvatarProperties and GenericMessage requests.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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LLUDP client stack rather than queueing internally within LLClientView.
When an HG avatar enters a scene, it delays processing of entity updates. Could be crowding out by other updates or something else.
This delay in ones own av mvmt updates results in mvmt lag experienced on the client. Avoiding the internal LLClientView for these packets appears to resolve this issue.
Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes. Hasn't been observed for non-HG avatars in general.
Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
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inbound packets.
For test/debug purposes.
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debug/test purposes.
This drops all outbound packets that match a given packet name.
Can currently only be applied to all connections in a scene.
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protected so that other logging code in the clientstack can record more useful information
Adds some commented out logging for use again in the future.
No functional change.
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main assets server. Also, some cleanup.
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ice-cream Sunday: the packet itself was hardcoding the size of the region...
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
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assets associated with foreign users were being missed.
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Folder Type 8. (Previously we had used Folder Type -1 in one place, and LLClientView didn't even bother changing Folder Type 100 to anything else.)
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NPCs would be seen by other viewers.
It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one.
This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs.
Resolves http://opensimulator.org/mantis/view.php?id=7110
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group for *all* the avatars in the scene (not permanently)
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objects in the world.
This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
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packet type
Resolves http://opensimulator.org/mantis/view.php?id=6945
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the viewer adds a space at the end, which causes searches to fail.
Resolves http://opensimulator.org/mantis/view.php?id=6935
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Module to follow.
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Thanks Garmin.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
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instead of zeroing it to resolve mouselook camera problems
Addresses http://opensimulator.org/mantis/view.php?id=6892
Thanks to tglion for this spot.
This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
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Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
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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.
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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
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Vector3.Zero
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to wrong position in third-person and mouselook"
Reverting to place on separate branch
This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
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is Vector3.Zero"
This reverts commit 9bdd3dc7de46507b490a2eae5160123a28133d63.
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Vector3.Zero
As far as I can see it's valid to change the eye offset even if you aren't changing the at target.
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position in third-person and mouselook
We now specify sits as offsets from the root prim, as the viewer expects.
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