| Commit message (Collapse) | Author | Age | Files | Lines |
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top-level project/dll.
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OpenSim.Framework.
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very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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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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AssemblyVersion("0.8.2.*")
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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well.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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OpenSim.ini
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
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- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
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This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
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doesn't need to match the release version number, but I think it's a very good idea that they do.
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thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
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This shows summary wearables information (shape, hair, etc.) for all avatars in the scene or specific information about a given avatar's wearables.
Similar to the existing "attachments show" command.
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client throttles properly.
In "show throttles", also renames 'total' column to 'actual' to reflect that it is not necessarily the throttles requested for/by the client.
Also fills out 'target' in non-adapative mode to the actual throttle requested for/by the client.
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client has made no AgentUpdate requests (as is the case with agents that have only even been child) rather than throwing an exception
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throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
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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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throttles" command rather than "show throttles"
THis allows us to see the rates when no client is connected to the region.
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there was no startup config section.
Caused some regression tests to fail.
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Remove the detachment of attachments in camera-only, because it doesn't work for HG people, and it's too drastic of a move.
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their UI on the fly.
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Others think different about how limits work so another solution is needed.
This reverts commit ff62b90636e13e531b95bbb7699b130909fc70f2.
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nothing rather than throwing an error.
Resolves http://opensimulator.org/mantis/view.php?id=7311
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indepedently, so that it can be seen in "show threads" and stats
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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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neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
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It's WIP in that a dialog builder is on it's way. For now, the XML needs to
be handmade.
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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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