| Commit message (Collapse) | Author | Age | Files | Lines |
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for each prim coming into view.
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object's corresponding single avatar update method, rather than calling the sceneviewer directly
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
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enabled or not. This method should work equally well with standalone or robust mode
* Applying #4602 from Misterblu to add collision detection to BulletDotNET
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Signed-off-by: Melanie <melanie@t-data.com>
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changing the wrong protected fields.
correcting these may resolve the sound problems seen recently on the mailing list, though not guaranteed.
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no functional changes
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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callers can use it
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When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
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Signed-off-by: Melanie <melanie@t-data.com>
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CRs cleaned from patch
Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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Applied with whitespace cleanup
Signed-off-by: Melanie <melanie@t-data.com>
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Revert "[PATCH] Adds llCollisionFilter"
This reverts commit eab2b4c6a96cd5b2a0f079f27a9c2ac15273d3f0.
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Thank you, Revolution. Applied with minor changes.
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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normally again.
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one fixes the situation where the object on the server is moving but no updates are being sent.
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AttachPoint
* LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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default region, any region" before giving up
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
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drifting prims/avatars
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
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avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
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mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
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