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* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-092-0/+28
| | | | | | * 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
* * 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 Casey2008-02-082-2/+5
| | | | light verbosity to this end
* refactor - remove unused m_children from EntityBaseJustin Clarke Casey2008-02-082-24/+4
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* Minor refactoringJustin Clarke Casey2008-02-081-19/+15
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* Minor ScenePresence related refactoringJustin Clarke Casey2008-02-082-18/+30
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* * Adding console spam to help track 'The Steve Bug'.Adam Frisby2008-02-081-4/+14
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* From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague2008-02-081-1/+12
| | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group.
* * Fix: Send Parcel data on region crossing.Teravus Ovares2008-02-082-0/+3
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* * Fixed negative child agents in the sim stats.Teravus Ovares2008-02-071-0/+6
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* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-073-2/+31
| | | | | | | | | * 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!)
* * didn't save :P so, this is the other half to my last commitTeravus Ovares2008-02-071-1/+20
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* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-073-2/+21
| | | | Remove the flag if you delete all of the scripts in the object.
* * 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.
* * Added debug message to try track down Mantis#305.Adam Frisby2008-02-061-0/+1
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* Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames2008-02-063-40/+9
| | | | | Fixes locking issues with Animations in ScenePresence (bug #324)
* * Fixed script count incrementer. Was decrementing but only incrementing ↵Teravus Ovares2008-02-061-2/+2
| | | | when a script was requested by UUID
* * Put the script run limiter on the SceneObjectPart as otherwise you can ↵Teravus Ovares2008-02-061-13/+15
| | | | drop scripts in prim and they'll still run with scripts disabled.
* * Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares2008-02-062-3/+55
| | | | 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.
* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-066-6/+100
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-0514-244/+242
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* Small refactoring on Terrain Update sending, so that other code can force ↵MW2008-02-051-15/+20
| | | | terrain updates to be sent to clients.
* * Refactored the sound calls to SceneObjectPart Teravus Ovares2008-02-053-0/+92
| | | | | | * Fixed a few bugs * Wrote an example module to make certain event systems more mature.
* First part of avatar persistence, currently only really works in standalone ↵MW2008-02-042-0/+15
| | | | | | | | | mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
* * Whole buncha stuff.Adam Frisby2008-02-043-7/+49
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* * 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.
* Implements LSL function llDialog().alondria2008-02-021-0/+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.
* * Added a way to temporarily disable physics using the estate toolsTeravus Ovares2008-02-021-2/+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.
* * Fixed llSetTextureAnim to respect rate and Length and StartTeravus Ovares2008-02-021-3/+3
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* * Added Full support for llSetTextureAnim. To ckrinke: Let the fountains ↵Teravus Ovares2008-02-021-2/+41
| | | | | | | | of Wright Plaza flow! * Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
* * Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares2008-02-021-2/+10
| | | | break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+6
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-6/+38
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-0/+9
| | | | experimental update.
* * Added a try/catch handler around childdataupdates because the enumeration ↵Teravus Ovares2008-01-261-10/+17
| | | | is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
* 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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* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-8/+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.
* * Added ReadEtcIssue to Util Teravus Ovares2008-01-231-6/+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.
* * One more try at specifically identifying Debian from the code. Teravus Ovares2008-01-231-0/+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?
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-0/+2
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* * Library scripts can now be dragged into primsJustin Clarke Casey2008-01-231-9/+28
| | | | | | | * Unfortunately, they show us as non modify, though they will run * We're probably hitting unimplement permissions stuff
* * I just love doing these substantial contributions.lbsa712008-01-221-3/+3
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* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-224-102/+44
| | | | perms weirdness, let's all work together to find the real cause.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-224-35/+105
| | | | | | | ** 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.
* * Renamed a number of TerrainEngine functions to conform naming standards ↵Adam Frisby2008-01-221-5/+6
| | | | better.
* * Shutting down child agents properly in neighbor regions.Teravus Ovares2008-01-212-13/+57
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* Another attempt to squash the animation bug. Wish I could get this to fail ↵Brian McBee2008-01-211-1/+1
| | | | at will.
* Change misleading placeholder error messages for attempts to persist ↵Justin Clarke Casey2008-01-211-2/+2
| | | | non-script items to prim inventory
* Attempt to catch animation fubar on region crossing that causes client hang. ↵Brian McBee2008-01-211-1/+11
| | | | Mantis 319.