| Commit message (Collapse) | Author | Age | Files | Lines |
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center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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only ever using the root part entry.
This eliminates some pointless memory use.
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functions naming is misleading, Here Apply means to apply a instante impulse that may add to previus unprocessed ones and not setting a permanente torque (that is done by llSetTorque).
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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null then assume it was still not null in later code.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Tests/Common/Mock/TestClient.cs
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the 'root' part.
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ContainsPart method and remove method duplication.
HasChildPrim is also misleading since the 'root' prim can also be returned.
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
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not and use it on unlink if new root part as type none. Viewer doesn't get updated even with fullupdates we are missing something still
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ObjectChnageWhat what into ObjectChangeType change. What is
no name for a variable or type!
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child prim remain phantom
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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 ****
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untested )
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we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
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this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
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Also removed commented code block.
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control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
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other way because SOG doesn't technically exist in the DB
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code.
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Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
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Conflicts:
OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
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serializer, tried to control m_dupeInProgress
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need xml)
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deserialize, etc
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Conflicts:
prebuild.xml
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