| Commit message (Collapse) | Author | Age | Files | Lines |
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exception and move to the next request rather than terminate the simulator.
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
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commit 1fa3a6f
This was hidden in continuous integration because of another regression test issue.
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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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echo back the maturity that it sent
Without this change, attempts to change the maturity rating in the viewer's Preferences don't work.
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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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have it."
This reverts commit 2c00b73cd27a7183a5c105b4e2865f11e4a00d98.
Wrong code change
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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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scene-inventory.<scene-name>.ProcessedFetchInventoryRequests and QueuedFetchInventoryRequests to inventory.httpfetch.*
Actual inventory processing is done with a single set of static structures rather than per scene.
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in stats category "scene-inventory" instead of "scene"
To distinguish from general scene stats
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This shows the number of requests that have been processed.
These have not necessarily been sent back to the request since this is done separately by the PollServiceRequestManager
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This is to aid in detecting whether there are fetch inventory requests remaining to be processed.
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Involved some restructuring to allow regression tests to dequeue inventory requests and perform poll responses synchronously rather than async
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event queue (e.g. an NPC), only warn if event queue debugging is greater than zero.
Removes the spurious log warnings if groups are active when NPCs are used.
Adds more regression tests associated with adding messages to the event queue
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Module to follow.
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Thanks Garmin.
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udp texture throttle and move it to the task throttle. Since most
viewers are using http textures, the udp texture throttle is holding
onto bw that could be used for more responsive prims updates. See
the documentation for CannibalizeTextureRate in OpenSimDefaults.ini.
Option is disabled by default.
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them.
This gets rid of the viewer crash when teleporting into varregions and allows
multiple, adjacent varregions (of the same size) with border crossings.
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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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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
Conflicts:
OpenSim/Framework/RegionInfo.cs
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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
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sending
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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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