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* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-162-23/+29
| | | | | | | | * 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
* * Store task inventory when an object is taken into agent inventoryJustin Clarke Casey2008-01-166-59/+95
| | | | | | | | * This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
* First part of changing prim's permission flags to use the correct enum ↵MW2008-01-161-40/+10
| | | | (libsl PermissionMask)
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-161-23/+27
| | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
* * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares2008-01-163-10/+90
| | | | | | | 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.
* * Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares2008-01-161-0/+8
| | | | | | | SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
* * Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares2008-01-163-25/+110
| | | | | | | 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.
* * Added some comments to the linkset positioning codeTeravus Ovares2008-01-151-4/+20
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* * Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares2008-01-151-0/+6
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-154-39/+33
| | | | | | | | * 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)
* * Mother of all commits:Adam Frisby2008-01-158-21/+21
| | | | | | | * 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.
* * First pass at collidable linksetsTeravus Ovares2008-01-143-40/+151
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* Remove unused SOG constructorJustin Clarke Casey2008-01-141-8/+0
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* * Fixed an overflow in the land managerTeravus Ovares2008-01-131-2/+2
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* *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
* * Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares2008-01-122-3/+4
| | | | | | | 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)
* * For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap ↵Adam Frisby2008-01-121-0/+9
| | | | method.
* Fix some warnings under mono.Jeff Ames2008-01-111-1/+1
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* * Do database implementation for prim inventory items in mysqlJustin Clarke Casey2008-01-111-0/+7
| | | | | | | | * Properly clean up items when a region object is deleted * Update persisted prim when an inventory script is changed * No user functionality yet
* Switch prim items type representation to use int rather than strings.Justin Clarke Casey2008-01-112-14/+9
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* Fix r2959 - last letter was being sliced off region prim renamesJustin Clarke Casey2008-01-101-2/+2
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* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-096-57/+241
| | | | | | | | * It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
* make Stopped a property of the SceneObjectPart instead of in theSean Dague2008-01-081-0/+13
| | | | | | database code, so this is a shared concept.
* Minor prim inventory method refactoringJustin Clarke Casey2008-01-072-36/+21
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* Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey2008-01-073-6/+36
| | | | | | | | is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
* Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2008-01-072-7/+2
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* Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey2008-01-073-47/+65
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* Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2008-01-072-26/+27
| | | | | | | | not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
* Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey2008-01-077-23/+104
| | | | | | | | prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
* Factor out inventory code in SceneObjectGroup into seperate class. Justin Clarke Casey2008-01-062-96/+137
| | | | | | As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
* Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2008-01-062-205/+245
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* Factor out TaskInventoryItemJustin Clarke Casey2008-01-062-74/+6
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* Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey2008-01-062-27/+87
| | | | | | | | | Scripts now show up in prim inventories after region restart. Probably doesn't yet work for any items other than scripts. Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
* Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey2008-01-051-3/+10
| | | | | | | | | persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
* * Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares2008-01-051-1/+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.
* * Re-enabling parcel prim count updates, as it doesn't cause errors on the ↵Teravus Ovares2008-01-051-2/+2
| | | | console and border crossing problems anymore
* * Fixed situation where sometimes your avatar tries to land and gets 'put' ↵Teravus Ovares2008-01-041-1/+8
| | | | 80 meters into the air immediately.
* * Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares2008-01-042-24/+72
| | | | | | | card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
* * Added removal of TextureSenders and UserTextureDownloadService on agent ↵lbsa712008-01-031-3/+3
| | | | leaving region.
* Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey2008-01-031-0/+1
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* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-034-5/+5
| | | | code. Let me know by IRC if there are other problems
* Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey2008-01-021-7/+15
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* * Added the ability for Region Owners to add and remove estate managers ↵Teravus Ovares2008-01-021-2/+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.
* * 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.
* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-012-0/+77
| | | | | | | | 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...
* * re-applied AddNewPrim refactoring... third time now...lbsa712007-12-301-36/+34
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* * Patch from Alondria that re-fixes llSetColorTeravus Ovares2007-12-301-20/+20
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* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-305-54/+47
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins