| Commit message (Collapse) | Author | Files | Lines |
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
twice. When loading prims to draw the map, the Warp3D system first calls to load the root prim, followed by all the prims in the SOG. The initial call to load the root prim is not required because it is also in the parts list. The result of this was that all root prims were being loaded twice.
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
is a scene presence, and that's ok.
|
|
It says that code is for debugging, but it was buggy.
|
|
|
|
llsd map instead of an empty llsd block when no AgentPrefs service is available to try and appease Firestorm
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
config for standalone.
|
|
opensim way.
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
(UpdateAgentLanguage and UpdateAgentInformation) and Mantis #7157
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
disabling terrain patch sending by view distance for legacy sized regions.
The problem seems to be that people expect adjacent legacy sized regions
to just display like they always have. Limiting displayed terrain is
complicated by the camera position not being updated in child regions.
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
- Increase the inventory cache timeout to 20 secs, so that the items will still be there when they are needed by the sim for rezzing
- Before rezzing attachs, make a call to GetMultipleItems so to fetch them all at the same time
|
|
out that rezzing the attachments is necessary in modern viewers too. Proof: commenting the lines below the comment results in no attachments seen in the avatar.
|
|
XML. It doesn't (can't) fix the cause.
|
|
connector. This fixed the problem on my local test grid and generally made things faster. This cache has been needed for a while... there are many parts in the code where the sim gets an item multiple times in a short amount of time (rezzing attachs and objects, for example).
Other minor changes:
- added the scene as a parameter to the constructor od FetchInvDescHandler, so that I could see in which scene the handler was being called
- brought linked items in linked folders back to being prefetched
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
object is attached.
Not an ideal fix but this allows scripts such as AOs to remove animations when detached etc. The pause added does not affect other avatars or the scene in general and only pauses the avatar performing the detach for an extra 2 milliseconds.
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Implements recent changes to llGetEnv
region_cpu_ratio hardcoded to 1
region_product_sku hardcoded to OpenSim
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
|
|
for pointing this out.
|
|
|
|
handle spin (Ctrl+Shift+Drag)
This patch fixes permission issues with dragging scripted objects. As on LL grid, scripted prims can not be dragged. Also after dragging, the group was not marked as updated. This meant that after the region was restarted the group would revert to its original position. This version fixes issues where scripts in child prims were not detected and also blocks grab for attachments.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
inventory links. Added yet another function to IInventoryService to get multiple items at once, so that fetching collections of linked items is done once per folder instead of once per item.
|
|
IIventoryService that fetches sets of folders at once. Also added folder id in the InventoryCollection data structure, so that we don't need to go to inventory server again just for that. This reduces the chatter between sims and inventory server by... a lot. On my tests, this reduces initial inventory download down to 30% of what it currently is.
|
|
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
each other's feet. This needs real-world testing, as I'm not sure of all the consequences of reducing the number of worker threads to 1.
|
|
rewriting. Also added some unit tests that relate to mantis #7514
|
|
This reverts commit c96ee68953eb31fc2ad6d1df9b7a4bb19c584e17.
|
|
|
|
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>
|
|
OBJECT_BODY_SHAPE_TYPE
OBJECT_HOVER_HEIGHT
OBJECT_LAST_OWNER_ID
OBJECT_RENDER_WEIGHT
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|