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* | * Hack to get avatar to land on prim. This is a big nasty hack that tricks ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+2 | |
| | | | | 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. | |||||
* | * Fixes the second of two terse update issues. Physical objects should react ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+1 | |
| | | | | normally again. | |||||
* | * Fixes one of two terse update issues. There's still one left, but this ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+3 | |
| | | | | one fixes the situation where the object on the server is moving but no updates are being sent. | |||||
* | Fix http://opensimulator.org/mantis/view.php?id=3874 - parenthesis in for ↵ | Justin Clark-Casey (justincc) | 2009-11-20 | 1 | -1/+1 | |
| | | | | | | | | | | statements cause script compile failures This fixes a problem in OpenSim where statements of the form for ((i = 0); (i < 10); (++i)) { ... } do not compile even though they are valid lsl. | |||||
* | minor: tweak log message to say which region is being enabled for logins | Justin Clark-Casey (justincc) | 2009-11-18 | 1 | -5/+6 | |
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* | refactor: Eliminate redundant CreateSceneViewer call on ScenePresence ↵ | Justin Clark-Casey (justincc) | 2009-11-17 | 1 | -4/+1 | |
| | | | | constructors since this is also done on other called constructors | |||||
* | Add scene animator set up to apparantly uncalled no-arg ScenePresence ↵ | Justin Clark-Casey (justincc) | 2009-11-17 | 1 | -1/+2 | |
| | | | | constructor | |||||
* | refactor: move AvatarAnimations, BinBVHAnimation | Justin Clark-Casey (justincc) | 2009-11-17 | 4 | -61/+62 | |
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* | refactor: move AnimationSet | Justin Clark-Casey (justincc) | 2009-11-17 | 1 | -1/+1 | |
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* | refactor: move most animation methods from ScenePresence into a new ↵ | Justin Clark-Casey (justincc) | 2009-11-17 | 5 | -392/+481 | |
| | | | | ScenePresenceAnimator class | |||||
* | Make GroupRootUpdate be a terse update. This method is not used by opensim ↵ | Diva Canto | 2009-11-14 | 1 | -2/+2 | |
| | | | | (it should), but it's used by external modules. | |||||
* | undo previous changes | dahlia | 2009-11-13 | 4 | -16/+12 | |
| | | | | | add a GetGroupByPrim() method to Scene.cs delete a redundant method | |||||
* | expose SceneGraph.GetGroupByPrim(UUID) | dahlia | 2009-11-13 | 1 | -1/+1 | |
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* | refactor: extract another test asset helper method | Justin Clark-Casey (justincc) | 2009-11-12 | 1 | -4/+3 | |
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* | Rename test services to mock services, since this is a more accurate description | Justin Clark-Casey (justincc) | 2009-11-12 | 1 | -1/+1 | |
| | | | | remove duplicate mock inventory service | |||||
* | Stop iar save failing on corrupt assets | Justin Clark-Casey (justincc) | 2009-11-12 | 2 | -5/+30 | |
| | | | | Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail | |||||
* | minor: refactor common setup in uuid gatherer test | Justin Clark-Casey (justincc) | 2009-11-12 | 1 | -3/+10 | |
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* | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2009-11-12 | 1 | -0/+1 | |
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* | Add basic new uuid gatherer tests to check behaviour when the gather seed is ↵ | Justin Clark-Casey (justincc) | 2009-11-11 | 1 | -0/+58 | |
| | | | | a missing asset | |||||
* | * Thanks to a little help from jhurliman, jradford, diva, mono's brajkovic, ↵ | Teravus Ovares (Dan Olivares) | 2009-11-11 | 1 | -2/+12 | |
| | | | | miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule. | |||||
* | * Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵ | John Hurliman | 2009-11-09 | 1 | -3/+1 | |
| | | | | | | AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces) | |||||
* | Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2009-11-09 | 4 | -10/+103 | |
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| * | Changing the AssetBase constructors to avoid initializing assets with an ↵ | John Hurliman | 2009-11-05 | 3 | -10/+3 | |
| | | | | | | | | unknown asset type, and log an error if it ever does happen | |||||
| * | Applying #4332, optional packet statistics logging | John Hurliman | 2009-11-05 | 1 | -0/+100 | |
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* | | * for iars, allow item names/folders including "/" to be escaped using "\/" | Justin Clark-Casey (justincc) | 2009-11-09 | 1 | -1/+0 | |
|/ | | | | | * also, "\" has to be escaped as "\\" * add item name unit test for escaped characters | |||||
* | Initialize SceneObjectPart.RotationOffset to Quaternion.Identity | John Hurliman | 2009-11-04 | 1 | -1/+1 | |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | John Hurliman | 2009-11-04 | 5 | -15/+21 | |
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| * | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2009-11-04 | 3 | -13/+13 | |
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| * | Backport the fixes to WebFetchInventoryDescendents to the UDP | Melanie | 2009-11-04 | 2 | -2/+8 | |
| | | | | | | | | | | | | | | InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory. | |||||
* | | Removing EntityBase.Rotation | John Hurliman | 2009-11-04 | 3 | -15/+15 | |
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* | Another race condition fix in SceneObjectGroup | John Hurliman | 2009-11-02 | 1 | -7/+11 | |
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* | Fixing race conditions in the SceneObjectPart properties | John Hurliman | 2009-11-02 | 1 | -56/+53 | |
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* | Removing duplicate SceneObjectPart.RotationalVelocity property | John Hurliman | 2009-11-02 | 2 | -14/+8 | |
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* | * Implemented some tweaks to monitoring module. | Adam Frisby | 2009-11-02 | 1 | -0/+3 | |
| | | | | | * Output is prettier & more useful. * Added 'Alerts' to allow rules to be constructed using Monitors to detect for events such as deadlocks. This will be translated to SNMP Traps when I get SNMP implemented. | |||||
* | * Implements new 'Monitoring' system for reporting performance. | Adam Frisby | 2009-11-01 | 1 | -8/+51 | |
| | | | | | | * Mostly the same set as the StatsMonitor used for Viewer notification, but exposes some new frametimes - including EventMS, PhysicsUpdateMS, LandUpdateMS; new memory monitoring - both GC.TotalMemory and Process.PrivateWorkingMemory64; also exposes ThreadCount (using System.Diagnostics.Process) * Type 'monitor report' on the console to see output. * SNMP Implementation forthcoming. | |||||
* | * Fix for a potential race condition in ScenePresence.AbsolutePosition | John Hurliman | 2009-10-30 | 2 | -40/+42 | |
| | | | | | | | * 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 | |||||
* | * Fixed a NullReferenceException in GetMovementAnimation() and added more ↵ | John Hurliman | 2009-10-29 | 1 | -29/+35 | |
| | | | | | | 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 | |||||
* | * Commented out two noisy debug lines in the LLUDP server | John Hurliman | 2009-10-29 | 2 | -157/+142 | |
| | | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate() | |||||
* | * Implemented foot collision plane for avatars | John Hurliman | 2009-10-29 | 1 | -215/+44 | |
| | | | | * Fixed a NullReferenceException regression | |||||
* | Ported the Simian avatar animation system to OpenSim. Landing is currently ↵ | John Hurliman | 2009-10-29 | 1 | -36/+203 | |
| | | | | not working | |||||
* | Fixing NullReferenceException regression in the previous commit | John Hurliman | 2009-10-29 | 1 | -1/+1 | |
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* | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 2 | -9/+13 | |
| | | | | | * 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 | |||||
* | Small performance tweaks to code called by the heartbeat loop | John Hurliman | 2009-10-28 | 4 | -117/+53 | |
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* | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 2009-10-28 | 2 | -5/+4 | |
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* | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 1 | -1/+1 | |
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* | * Standalone logins will now go through the sequence of "requested region, ↵ | John Hurliman | 2009-10-28 | 2 | -16/+20 | |
| | | | | | | | 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 | |||||
* | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 2009-10-28 | 2 | -2/+2 | |
| | | | | | | 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 | |||||
* | Track timestamps when terse updates were last sent for a prim or avatar to ↵ | John Hurliman | 2009-10-28 | 2 | -2/+10 | |
| | | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way) | |||||
* | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 2009-10-27 | 2 | -15/+7 | |
| | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking | |||||
* | Lowering the position tolerance of terse updates for ScenePresences to ↵ | John Hurliman | 2009-10-27 | 1 | -1/+1 | |
| | | | | mitigate some of the rubberbanding issues while we are sending incorrect time dilation values |