| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
|
|
|
|
| |
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
|\ |
|
| |
| |
| |
| |
| |
| | |
are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| | |
We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
|
| |
| |
| |
| | |
This is another step necessary for the scene to be garbage collected between performance tests
|
|\ \
| | |
| | |
| | | |
careminster
|
| | | |
|
|\ \ \
| |/ /
| | |
| | | |
careminster
|
| | |
| | |
| | |
| | | |
other way because SOG doesn't technically exist in the DB
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
| | |
| | |
| | | |
Scene.PipeEventsForScript()
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
|
|\ \ \
| |/ /
| | /
| |/
|/| |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
|
| |\ |
|
| | |
| | |
| | |
| | | |
constructor and never subsequent set to null.
|
| |/
| |
| |
| |
| |
| | |
potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
|
|\ \
| |/
| |
| | |
Conflicts:
|
| |
| |
| |
| | |
that had come up after the NPC was created.
|
|\ \ |
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
|
| | | |
|
|\ \ \
| |/ /
|/| |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
|
| |\ \ |
|
| | | | |
|
|\ \ \ \
| |_|/ /
|/| | /
| | |/
| |/|
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
|
| | | |
|
| | | |
|
| | | |
|
|\ \ \
| |/ /
| | /
| |/
|/| |
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| | |
variable in OpenSim.ini and Regions.ini match
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
with region heartbeats
|
| |\ |
|
| | | |
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| | | |
|