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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+1
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* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-10/+20
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-051-2/+0
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* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-1/+1
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-4/+412
| | | | support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-281-1/+1
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-281-1/+1
| | | | updates (fixed)
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+5
| | | | instances to prevent event race conditions
* Minor cleanup.Jeff Ames2008-02-201-10/+2
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* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-201-0/+23
| | | | | | * 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.
* * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares2008-02-181-3/+9
| | | | was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
* * Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares2008-02-181-1/+8
| | | | fix to the b*stard Sakai issue.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+1
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-4/+16
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-14/+9
| | | | | | * 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.
* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-2/+16
| | | | | | | | | | (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.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+1
| | | | | | | | | | | ** 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.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-3/+3
| | | | | | * 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.
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-091-4/+4
| | | | | | | | | memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-081-1/+1
| | | | light verbosity to this end
* * Fix: Send Parcel data on region crossing.Teravus Ovares2008-02-081-0/+2
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* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-071-1/+2
| | | | | | | | | * 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!)
* * Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2008-02-061-1/+6
| | | | | | | | client logout * This code may or may not be on the right track, but I want to save my work so far.
* Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames2008-02-061-14/+2
| | | | | Fixes locking issues with Animations in ScenePresence (bug #324)
* Converted logging to use log4net.Jeff Ames2008-02-051-6/+8
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Adding the PhysicsCamperBot load testing app to the SVN in it's own ↵Teravus Ovares2008-02-031-6/+33
| | | | | | | folder. You'll have to build it separately to take advantage of it. *read the Readme file*. The bots created by this application roam around amusingly to simulate load. * Be smart, Don't use this on a public grid, lest you get banned permanently.
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-0/+9
| | | | experimental update.
* Implemented a suggestion from Mic Bowman regarding border crossing and ↵Teravus Ovares2008-01-251-1/+4
| | | | SignificantClientMovement.
* Another try at fixing the Animations problem on region crossing.Brian McBee2008-01-241-1/+4
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* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-221-3/+55
| | | | | | | ** 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.
* Attempt to catch animation fubar on region crossing that causes client hang. ↵Brian McBee2008-01-211-1/+11
| | | | Mantis 319.
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-1/+1
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
* * Fixed standing up so that you're at the new position of the prim if you ↵Teravus Ovares2008-01-161-3/+6
| | | | | | | move the prim and then stand up! * Enter llSetPos elevators and conveyors n' stuff.!
* * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares2008-01-161-1/+43
| | | | | | | 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.
* *removed a goofy debug line left inTeravus Ovares2008-01-121-4/+1
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* * Added some of the finer control points to POS such asTeravus Ovares2008-01-121-0/+5
| | | | | | | ** jumping ** crouching ** landing on prim
* * Fixed situation where sometimes your avatar tries to land and gets 'put' ↵Teravus Ovares2008-01-041-1/+8
| | | | 80 meters into the air immediately.
* * Did a bit of estate work. Added some fields to EstateSettings.xml for ↵Teravus Ovares2008-01-021-1/+8
| | | | | | | | estate managers. * You can put UUIDs in those fields to give other users some ability to help manage a sim you own. * Also started decoding the EstateOwnerMessage packet convolutions.
* * Optimized usingslbsa712007-12-271-63/+69
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Added slightly better object sit handlingTeravus Ovares2007-12-271-14/+96
| | | | | | | | * Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
* * Play the 'landing' animation when landing and minimize the collision ↵Teravus Ovares2007-12-261-1/+2
| | | | protection offset so the animations match up.
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-261-11/+11
| | | | | | | | | | movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
* * Removed a debug message I left in thereTeravus Ovares2007-12-261-1/+7
| | | | | * Added a few more comments.
* * Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares2007-12-261-2/+51
| | | | | | | button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
* *Ban lines now work if they are enabled grid wide.mingchen2007-12-201-0/+2
| | | | | *Restricted lines just give you a friendly warning for now
* Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames2007-12-201-5/+1
| | | | Works with LibSL rev>1532
* *Added event called after any movement is handled (OnClientMovement) - will ↵mingchen2007-12-201-0/+3
| | | | be used for parcel banning goodness
* *Made a much more network friendly method of ban and pass line sendingmingchen2007-12-201-1/+6
| | | | | *Added an event that is triggered when an agent enters a new parcel
* Misc. cleanup:Jeff Ames2007-12-191-12/+24
| | | | | | | * added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers