| Commit message (Collapse) | Author | Files | Lines |
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(X,Y). For now one pair is good enough.
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master
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(restrictive by default) UNTESTED
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OpenSim.Framework.
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as an argument and will do an oar of that region if the autobackup module is enabled
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Util.cs routines to convert region coords to and from world coords or handles.
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Added Scene.PositionIsInCurrentRegion(pos) to sense when new position needs some crossing work.
Many changes made to EntityTransferModule to accomodate new crossing sense logic.
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package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
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there was no startup config section.
Caused some regression tests to fail.
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root as was done before )
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nothing rather than throwing an error.
Resolves http://opensimulator.org/mantis/view.php?id=7311
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rather than a persistent thread with sleep.
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
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optionally overriding its parentID. check what it does to attachments
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connections console command
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for better accuracy and consistency with other similar parameters
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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.
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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.
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appearance refresh is active.
Corresponds to ResendAppearnceUpdates setting in [Appearance] in OpenSim.ini
This was originally implemented to alleviate cloud appearance problems but could be too expensive with large numbers of avatars.
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tolerances on the fly.
This is done via "debug scene set client-pos-upd, client-rot-upd, client-vel-upd".
For testing purposes.
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f6f7585
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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.
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New property created to specify how many days to keep files for. Off by default, also made sure only oar files will be removed.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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NPCs would be seen by other viewers.
It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one.
This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs.
Resolves http://opensimulator.org/mantis/view.php?id=7110
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Extends basic physics to allow av movement on a varregion (basic physics is only really useful for regression test purposes).
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This commit eliminates all of the 'border' class and list code and replaces
it with testing if in the current region.
Impacts: can make a mega-region out of varregions of the same size; and
mega-region combinations must be rectangular (not square but rectangular)
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is intended for use in region modules and is not exposed to scripts.
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NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
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These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
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Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
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region modules to directly subscribe to chat and messages received by NPCs
Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
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the code that this is symmetric with CloseAgent()
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it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
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formatting cleanups
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close through Scene.IncomingCloseAgent() and NPCAvatar.Close() rather than directly to Scene.RemoveClient().
This exception was actually harmless since it occurred at the very last stage of the remove client process.
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These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
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lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
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- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
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