| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
the client into thinking you're landing on the terrain. There are some visual artifacts when you land. It's only temporary until we figure out how this broke.
|
|
|
|
| |
constructors since this is also done on other called constructors
|
|
|
|
| |
constructor
|
| |
|
|
|
|
| |
ScenePresenceAnimator class
|
|
|
|
|
| |
add a GetGroupByPrim() method to Scene.cs
delete a redundant method
|
|
|
|
| |
unknown asset type, and log an error if it ever does happen
|
|\ |
|
| | |
|
|/ |
|
|
|
|
|
|
|
| |
* Unified the way region handles are stored and used in ScenePresence
* Fixed camera position for child agents
* CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization)
* Removing debug code from the previous commit
|
|
|
|
|
|
| |
protection against NREs in AddNewMovement()
* Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
|
|
|
|
| |
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
|
|
|
|
| |
* Fixed a NullReferenceException regression
|
|
|
|
| |
not working
|
| |
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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
|
|
|
|
| |
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
|
| |
|
|
|
|
|
|
| |
in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
|
|
|
|
| |
the upcoming 0.8.0
|
|
|
|
| |
equation to give double weight to prims/avatars in front of you
|
|
|
|
| |
avoiding locking and copying the list each time it is accessed
|
|
|
|
|
|
| |
which is right
* Fix WorldMapModule.process() to not trip the watchdog timer
|
| |
|
|
|
|
| |
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
|
|
|
|
|
|
| |
being done for AgentUpdate packets
* Start LLUDPClients unpaused (this variable is not being used yet)
|
|
|
|
|
|
|
|
|
|
| |
packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
|
|
|
|
| |
re-prioritizing updates
|
|\
| |
| |
| | |
prioritization
|
| |
| |
| |
| | |
relogging.
|
|\ \
| |/
| |
| | |
prioritization
|
| |
| |
| |
| | |
RemoveFromPhysicalScene or we'll be leaking
|
| |
| |
| |
| |
| |
| | |
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now.
* The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
|
| |
| |
| |
| |
| |
| |
| | |
avatar in the sim, including yourself.
* Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot.
* Thanks lkalif for bringing it to our attention.
|
| |
| |
| |
| | |
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
|/
|
|
|
|
|
|
| |
so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
|
|
|
|
|
|
|
| |
MySQLAssetData with Utils.DateTimeToUnixTime()
* Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode
* Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
|
|
|
|
|
|
|
| |
ScenePresence.AddToPhysicalScene.
* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
|
|\ |
|
| |
| |
| |
| | |
researching this.
|
|/
|
|
| |
* Set the Scene collision update time to 500 ms
|
|
|
|
| |
may reduce avatar flailing.
|
|
|
|
| |
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
|
|\ |
|
| | |
|
| | |
|