| Commit message (Collapse) | Author | Files | Lines |
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splatting and ground sit. Walking to a ground sit still doesn't work.
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sends entity updates (including presence ones), not just prims.
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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.
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in a field, like all the other update periods
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setting separately.
This makes reported FPS scale as required if min frame time changes
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updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene
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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.
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idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
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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
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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.
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As per earlier discussions with dslake
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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.
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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.
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which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
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private sets when needed. Removed redundant code when methods replicated what the set already does
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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
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Also remove some unused fields and improve naming on others.
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handlers for attachments to call public interface and rearranged module file into sections
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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http://opensimulator.org/mantis/view.php?id=3036
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This appears to be code clutter since the code that uses this has long gone.
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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,
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AvatarFactoryModule.Initialize()
This is never null
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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.
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are only sent to affected clients.
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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.
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This is moved into ScenePresence for now as a general facility
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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.
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This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
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that same height in ScenePresence.
This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
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When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor.
This in turn reset Velocity, which cause the border stall.
I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
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offset position!
Add method doc to explain this.
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SP.AbsolutePosition
OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
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5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
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entries on standalone if applicable.
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