| Commit message (Collapse) | Author | Age | Files | Lines |
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* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
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themselves for updates looking for changes. This runs 10 times a second.
* Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update().
* Documented some of the code in the scene.Update method.
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to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
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CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
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so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
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* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
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being persisted.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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(though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
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* This may or may not help with the memory leak, need to assess
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* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
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other side now, assuming the region on the other side has physical prim enabled.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
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* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
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* Backup your database just in case.
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in ClientView
* Changed some uint constants to Enum values
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* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
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light verbosity to this end
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* 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!)
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Remove the flag if you delete all of the scripts in the object.
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Fixes locking issues with Animations in ScenePresence (bug #324)
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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.
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* Added Script Performance to report the number of functions run per second to Sim Stats.
* Removed a few warnings (@.@ up to 50 now)
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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terrain updates to be sent to clients.
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* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
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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.
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* 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.
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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.
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* 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.
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* 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?
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Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
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perms weirdness, let's all work together to find the real cause.
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** 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.
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better.
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* 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>
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notice and would be tagged as 'too far away' when it was right next door.
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