| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
updates except to originator
For experimental purposes.
Also corrects a previous bug where each terse update sent was counted rather than each set of terse updates to agents.
|
|
|
|
|
|
| |
Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
|
|
|
|
|
|
|
| |
tolerances on the fly.
This is done via "debug scene set client-pos-upd, client-rot-upd, client-vel-upd".
For testing purposes.
|
|
|
|
|
|
| |
bulletsim physics is running in a separate thread.
This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
|
|
|
|
|
|
|
|
| |
reprioritization distance to be changed on the fly.
This governs when child agent position changes are sent to neighbouring regions.
Corresponding config parameter is ChildReprioritizationDistance in [InterestManagement] in OpenSim.ini
For test purposes.
|
|
|
|
|
|
|
|
|
| |
regions failed with outdated simulator message.
I forgot that a null 'their version' would not be passed over the wire and ends up as an empty string instead (like older simulators).
So instead pass through the correct simulator protcol version instead (SIMULATOR/0.3) when querying from login or hg login.
Also removes a debug console write for agent limit accidentally left in for the same commit.
Relates to mantis 7276
|
|
|
|
| |
checks before proceeding.
|
|
|
|
|
|
|
|
|
|
|
| |
appear both on the avatar AND as in-world objects.
Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not.
The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled).
This may fix: http://opensimulator.org/mantis/view.php?id=7238
This may fix: http://opensimulator.org/mantis/view.php?id=7220
|
|
|
|
|
|
| |
hasn't completed yet
This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
|
| |
|
| |
|
| |
|
|
|
|
| |
that data structure contains important information about the agent that may be needed by modules.
|
|
|
|
| |
are logged in; the avies would not see the region anymore until they relogged. Same problem as before: inconsistent calculation of scope.
|
|
|
|
| |
was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
|
|
|
|
|
|
| |
chance to fix it
This was working for me locally because it was still picking up all my *.ini config files, which jenkins won't have in its test env
|
|
|
|
| |
why it's failing on jenkins but not locally
|
|
|
|
|
|
| |
shutdown.
Adds regression test for this case.
|
| |
|
|
|
|
| |
match OpenSimDefaults.ini
|
| |
|
|
|
|
|
|
|
| |
HG gods are not safe at this point. It's better to disallow this until
they can be made safe.
This reverts commit e86c765be3b0d94c94ff1c5f15a3949ecc857627.
|
| |
|
|
|
|
|
| |
draw distance optimization is enabled. Makes terrain editting a lot
snappier.
|
| |
|
|
|
|
| |
Still has problems with child avatars.
|
|
|
|
|
|
| |
[Terrain]SendTerrainUpdatesByViewDistance=true.
This tracks which patches have been sent to each client and outputs the
patches as the avatar moves.
|
|\ |
|
| | |
|
| |
| |
| |
| | |
ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
|
|/ |
|
|
|
|
| |
send the SW-most corner of the varregions; the other areas, when clicked, would result a blue circle, meaning that the viewer didn't know about those areas. This is still not quite right, as all the areas appear to be in the same coordinates, but it's good enough for now.
|
| |
|
| |
|
|
|
|
|
|
| |
in a root prim, the focus should remain on the root prim.
Matches behaviour just tested on the Linden grid.
|
|
|
|
| |
camera-at value, rather than replace.
|
|
|
|
| |
child prim with camera-eye set
|
|
|
|
|
|
| |
prim does not, use the root prim offsets.
This matches behaviour just tested on the Linden Lab grid.
|
|
|
|
|
|
|
|
| |
prims moved camera/focus to wrong position.
For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
|
|
|
|
| |
to west.
|
|\ |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
anywhere in neighbouring regions.
This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
|
| |
| |
| |
| |
| |
| | |
Cross, because the permission checks are different.
Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
|
| |
| |
| |
| | |
due to permissions (in QueryAccess and IsAuthorizedForRegion)
|
|/
|
|
| |
asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
|
| |
|
|
|
|
| |
like copy-paste items in inventory.
|