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2012-11-17* Plumbing and basic setting of the GetMesh Cap Throttler.teravus5-18/+99
* Last step is to flip the throttle distribution.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus159-15158/+6023
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-11-09* Prep work switching the GetMeshModule over to a poll service.teravus2-73/+410
* This still has the image throttler in it.. as is... so it's not suitable for live yet.... The throttler keeps track of the task throttle but doesn't balance the UDP throttle yet.
2012-11-05This implements the Caps throttler. After some testing, the system seemed ↵teravus1-13/+106
to be OK with me specifying allowing 1 oversized image per 70,000b/sec with at least one. Try it out, start with a low bandwidth setting and then, set your bandwidth setting middle/high and see the difference. Tested with Two Clients on a region with 1800 textures all visible at once.
2012-11-05Another step in the chain. Pipe the throttle update to the appropriate ↵teravus1-12/+35
PollServiceTextureEventArgs. Each poll service having it's own throttle member is more consistent with the model then the region module keeping track of all of them globally and better for locking too. The Poll Services object is not set static to handle multiple nearby regions on the same simulator. Next step is hooking it up to HasEvents
2012-11-04Pipe Throttle Update Event to EventManager, client --> ScenePresence --> ↵teravus6-1/+73
EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
2012-11-05Change user message on TeskInventoryAccepted to let the viewer format itMelanie1-5/+5
properly
2012-11-04Prevent IMs being sent to prims when avies decline inventory offers from them.Diva Canto1-9/+12
2012-11-04Prevent IMs being sent to prims when avies decline inventory offers from them.Diva Canto1-9/+12
2012-11-04Add a method to query all registered script constants to allow non-XEngineMelanie2-0/+18
script engines to use them.
2012-11-04Add a method to query all registered script constants to allow non-XEngineMelanie2-0/+18
script engines to use them.
2012-11-03BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams6-17/+25
Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams4-20/+96
known. This makes sure the correct accounting is done for the particular shape.
2012-11-03BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams3-61/+120
into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.
2012-11-03BulletSim: parameterize selection of linkset implementationRobert Adams3-10/+24
2012-11-03BulletSim: debugging of compound shape implementation of linksets.Robert Adams10-132/+274
Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
2012-11-03BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams5-17/+39
MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
2012-11-03BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams7-266/+256
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams9-176/+328
of BSLinksetCompound.
2012-11-03BulletSim: vehicle tweeking.Robert Adams3-93/+90
Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
2012-11-03BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams5-54/+33
constraint calculation to pull the objects together.
2012-11-03BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2-124/+68
next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
2012-11-03BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams1-2/+6
2012-11-03BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams1-3/+4
are built at the same time.
2012-11-03BulletSim: add definitions for linkset collision maskRobert Adams1-0/+3
2012-11-03BulletSim: code rearrangementRobert Adams2-8/+6
2012-11-03BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams1-29/+36
variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
2012-11-03BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams1-16/+122
operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
2012-11-03BulletSim: remove unneeded parameter from Refresh().Robert Adams1-1/+1
2012-11-03BulletSim: centralize mass/inertia computation with ↵Robert Adams3-18/+38
UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
2012-11-03BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams3-6/+6
2012-11-03BulletSim: many small changes for vehicles simulation.Robert Adams1-31/+40
2012-11-03BulletSim: add ForEachMember(action) call for linkset.Robert Adams1-8/+28
2012-11-03BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams1-12/+62
vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
2012-11-03BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams3-3/+7
2012-11-03BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams11-188/+323
party license and contributor in for for Aurora-Sim project for physics code.
2012-11-03Prevent a null client from crashing windlight.Melanie1-0/+3
2012-11-02HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST ↵Diva Canto2-3/+5
THESE.
2012-11-02Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake1-3/+3
2012-11-02 lock unique and uniqueReleased in same order when both locks are neededUbitUmarov1-20/+14
2012-11-01Comment out checks not to overwrite existing IAR/OAR files for now on "save ↵Justin Clark-Casey (justincc)2-4/+6
iar/oar" since this causes problems for some backup systems. Needs more thought, maybe an explicit --force/--overwrite switch Comments on http://opensimulator.org/mantis/view.php?id=6389
2012-10-31Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2-1/+7
No change to existing functions.
2012-10-31Also add the additional ScriptException constructor necessary to get ↵Justin Clark-Casey (justincc)1-0/+3
[Serializable] to work.
2012-10-31Mark ScriptException as [Serializable] for when it has to cross AppDomainsJustin Clark-Casey (justincc)1-0/+1
2012-10-31Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵Justin Clark-Casey (justincc)1-2/+2
rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async.
2012-10-31Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)5-23/+66
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
2012-10-30Store and send the current movement animation state to a new sim on crossingMelanie2-0/+17
2012-10-30Make sure we're not accessing a physics scene if we're not in one yet.Melanie1-1/+1
2012-10-30Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)1-5/+9
actually are any targets.
2012-10-30Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)1-0/+6
ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.