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2008-02-08* Fix: Send Parcel data on region crossing.Teravus Ovares1-0/+1
2008-02-07* This update contains a bucket-full of network optimizations.Teravus Ovares1-1/+22
* ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
2008-02-07* Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares1-0/+1
Remove the flag if you delete all of the scripts in the object.
2008-02-06* Added debug message to try track down Mantis#305.Adam Frisby1-0/+1
2008-02-06Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames1-2/+0
Fixes locking issues with Animations in ScenePresence (bug #324)
2008-02-06* Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares1-0/+48
debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
2008-02-06* Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares1-0/+2
* Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
2008-02-05Converted logging to use log4net.Jeff Ames1-49/+37
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05Small refactoring on Terrain Update sending, so that other code can force ↵MW1-15/+20
terrain updates to be sent to clients.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-0/+2
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04* Whole buncha stuff.Adam Frisby1-3/+7
2008-02-02Implements LSL function llDialog().alondria1-0/+8
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
2008-02-02* Added a way to temporarily disable physics using the estate toolsTeravus Ovares1-2/+22
* Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
2008-01-23* This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares1-8/+0
instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
2008-01-23* Added ReadEtcIssue to Util Teravus Ovares1-6/+4
* If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim. * If someone running Debian will confirm this does occur, that would be most helpful.
2008-01-23* One more try at specifically identifying Debian from the code. Teravus Ovares1-0/+8
* There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
2008-01-23* When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares1-0/+2
Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-2/+2
perms weirdness, let's all work together to find the real cause.
2008-01-22* Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares1-3/+16
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
2008-01-22* Renamed a number of TerrainEngine functions to conform naming standards ↵Adam Frisby1-5/+6
better.
2008-01-21* Shutting down child agents properly in neighbor regions.Teravus Ovares1-1/+5
2008-01-20* Added hooks for logout to all IUserService and all that implement it.Teravus Ovares1-0/+3
* Added a Logout message with a name on the console * Added a *fixme* message to figure out why the current agent session is null * After updating you may notice that there's a login <user> and also a logout<user>
2008-01-20* Found and fixed a situation where a neighbor region would come up send a ↵Teravus Ovares1-2/+6
notice and would be tagged as 'too far away' when it was right next door.
2008-01-19removed additional debugging, added temp mega-debugging to StoreLandObjectTedd Hansen1-5/+0
2008-01-19More debuggingTedd Hansen1-8/+0
2008-01-19More debuggingTedd Hansen1-0/+4
2008-01-19More debugging in hunt for that random startup crashTedd Hansen1-0/+4
2008-01-19one more try before I leaveTedd Hansen1-6/+6
2008-01-19"compile before commit, AND check compile result" - forgot a ;Tedd Hansen1-1/+1
2008-01-19Still hunting, added debug outputTedd Hansen1-3/+10
2008-01-18Added block for scenario: global exception handler called in loop when ↵Tedd Hansen1-4/+0
exception happens inside global exception handler Added InnerException to output
2008-01-18Why don't you try compiling before you commit?Tedd Hansen1-2/+2
No, I don't need to. I'm good, my code never fails!
2008-01-18Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen1-8/+8
2008-01-18Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen1-8/+12
can get rid of that annoying startup crash...
2008-01-17* Added and implemented the LSL changed event.Teravus Ovares1-0/+7
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
2008-01-16* Fixed a packet counting issue that I introducedTeravus Ovares1-1/+1
* Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
2008-01-16* Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares1-1/+14
accurate. * We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
2008-01-16* Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares1-0/+8
SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
2008-01-16* Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares1-1/+22
over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares1-24/+3
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
2008-01-15* Mother of all commits:Adam Frisby1-5/+5
* Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-12* Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares1-0/+1
Linden insisted that Havok was running at 45fps internally. * Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
2008-01-12* For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap ↵Adam Frisby1-0/+9
method.
2008-01-07Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey1-24/+24
not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey1-3/+5
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-05* Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares1-1/+4
are most definitely handled. * My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
2008-01-04* Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares1-23/+68
card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
2008-01-03I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson1-1/+1
code. Let me know by IRC if there are other problems
2008-01-02* Added the ability for Region Owners to add and remove estate managers ↵Teravus Ovares1-2/+2
using the estate tools. * Estate managers get abilities like the region owner for now. * Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet) * Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
2008-01-01* You can add and remove a friend in standalone now within the same ↵Teravus Ovares1-0/+41
simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...