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2011-10-25MergeMelanie2-3/+1
2011-10-25Fix ground sit autopilotMelanie2-9/+19
2011-10-24Fake an AgentCircuitData if none is available rather than crashing outMelanie1-2/+24
2011-10-21Allow updating the movement animation while flying. This fixes falling,Melanie1-20/+6
splatting and ground sit. Walking to a ground sit still doesn't work.
2011-10-20Fix up the animator and ScenePresence to like each other againMelanie2-7/+24
2011-10-17refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2-10/+9
GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2-5/+4
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-15improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)1-4/+4
this is really just to trigger panda.
2011-10-15move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)1-3/+2
the others
2011-10-15fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2-38/+17
done for most other scene config params
2011-10-15remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2-6/+6
2011-10-15Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)1-1/+6
to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously.
2011-10-15remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵Justin Clark-Casey (justincc)1-4/+0
done immediately afterwards in DoPhysicsPropertyUpdate()
2011-10-15refactor: Remove redundant code in SOP.UpdatePrimFlags()Justin Clark-Casey (justincc)1-27/+21
2011-10-15factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)2-7/+18
2011-10-14refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2-3/+3
sends entity updates (including presence ones), not just prims.
2011-10-13Expose minimum frame time and update periods for experimentation.Justin Clark-Casey (justincc)1-19/+33
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change Defaults are the same as previously. More information to come on opensim-dev shortly. Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
2011-10-13refactor: Put the frame update period when temporary objects are cleaned up ↵Justin Clark-Casey (justincc)1-4/+4
in a field, like all the other update periods
2011-10-13refactor: chain the two scene constructors together to eliminate more copypastaJustin Clark-Casey (justincc)1-29/+1
2011-10-13Tie reported FPS correction factor into the minimum frame time rather than ↵Justin Clark-Casey (justincc)2-6/+13
setting separately. This makes reported FPS scale as required if min frame time changes
2011-10-13Move fps stat adjustment factor into field rather than hard-coded.Justin Clark-Casey (justincc)1-1/+12
2011-10-12remove some mono compiler warningsJustin Clark-Casey (justincc)3-44/+1
2011-10-12Make WALK animation state work again. TURNLEFT and TURNRIGHT are now rebrokenMelanie1-12/+6
2011-10-11Start recording object updates per second statistic (analogue of agent ↵Justin Clark-Casey (justincc)2-1/+35
updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene
2011-10-10Add other region stats (total frame time, physics fps, etc.) currently ↵Justin Clark-Casey (justincc)1-1/+1
missing from MonitorModule Unlike the other 3 stats mechanisms, monitor data can be queried per individual region, which makes this useful. This doesn't affect an of the existing monitored stats.
2011-10-10Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)1-13/+13
idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
2011-10-10refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)1-13/+0
than going through scene I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
2011-10-08Go back to lying that sim fps is 55 when it's actually locked at a maximum ↵Justin Clark-Casey (justincc)1-2/+6
of 11. We're been lying since 2008 so I'm sure another few years can't hurt. To know the real fps, either divide sim fps by 5 and/or look at the frame time.
2011-10-07Comment out [SCENE PRESENCE] SendAppearanceToAllOtherAgents: log messageJustin Clark-Casey (justincc)1-1/+1
As per earlier discussions with dslake
2011-10-06Fixed line endings from previous commitDan Lake3-51/+51
2011-10-06Refactored "known child region" in ScenePresence. There were 4 differentDan Lake4-88/+78
ways to access the list/dictionary of child regions and locking was inconsistent. There are now public properties which enforce locks. Callers are no longer required to create new copies of lists.
2011-10-07remove the pointless slashes on the end of the (5!) different server stat ↵Justin Clark-Casey (justincc)1-9/+2
retrieval mechanisms. Original request URLs that end with / will still work, but this will allow one to type /simstatus as well as /simstatus/ Can't do this with webstats yet since it does insane things to the path.
2011-10-06Simplified IsInTransit property on ScenePresence and removed InTransit() ↵Dan Lake1-11/+10
which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
2011-10-06Refactor ScenePresence so gets and sets are through properties. Added ↵Dan Lake1-287/+288
private sets when needed. Removed redundant code when methods replicated what the set already does
2011-10-06Fix physics proxy position when linking and rotating the root prim onlyMelanie1-2/+6
2011-10-06Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)4-36/+21
in the main Scene.Update() loop, like the other stats Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time. Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats. These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
2011-10-05Make reported sim fps more accurate, in line with frame time msJustin Clark-Casey (justincc)3-24/+36
Also remove some unused fields and improve naming on others.
2011-10-03Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake1-1/+1
converted back and forth between ScenePresence and IClientAPI. More to be done still.
2011-10-04Animation-States Turning Left, Turning Right implemented/enabledPixel Tomsen1-2/+6
http://opensimulator.org/mantis/view.php?id=3036
2011-10-03Remove vestigal RegionStatus.SlaveScene.Justin Clark-Casey (justincc)1-45/+42
This appears to be code clutter since the code that uses this has long gone.
2011-10-01Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)4-17/+1
SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be,
2011-09-26Add en_US culture setting to the async delete to inventory thread, to avoid ↵Justin Clark-Casey (justincc)1-0/+5
any issues with float serialization with machines set to non en_US locales. Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now. Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead. But don't want to do something like that this close to a release.
2011-09-25Fix for rezzing and derezzing HUDs (see Mantis #5406). From now on updates ↵Snoopy Pfeffer2-2/+11
are only sent to affected clients.
2011-09-23remove unused SOP.Create() methodJustin Clark-Casey (justincc)1-14/+0
2011-09-23Fix avatar parameter updating for viewer 3 and maybe 2.Justin Clark-Casey (justincc)1-2/+5
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it. Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated. However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded. This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place. A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one. This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
2011-09-21Commented out new debug statements in ScenePresenceDan Lake1-5/+5
2011-09-22Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)4-7/+16
This is moved into ScenePresence for now as a general facility
2011-09-21Move code which handles NPC movement into Scene so that this can also be ↵Justin Clark-Casey (justincc)2-0/+202
used by Autopilot coming from the client side. I thought that I had implemented this but must have accidentally removed it. Adds a regression test to detect if this happens again. Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
2011-09-21Remove unused and never set SP.PreviousRotationJustin Clark-Casey (justincc)1-8/+0
2011-09-21get rid of an incredibly noisy logging message from the last commitJustin Clark-Casey (justincc)1-1/+1