| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
|
|
|
|
|
|
| |
main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
|
|
|
|
|
|
|
| |
ODECharacter position and position and velocity for ODEPrims.
This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
|
|
|
|
|
|
| |
directly where possible, instead of transferring X, Y and Z components separately
some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
|
|
|
|
| |
ODECharacter.ProcessTaints() though this makes no practical difference
|
|
|
|
|
| |
setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
|
|
|
|
| |
We always use SOP.Rotation instead
|
|
|
|
| |
than calling SOP.OffsetForNewRegion
|
| |
|
|\ |
|
| |
| |
| |
| | |
MessageTransfer modules and Groups module.
|
| |
| |
| |
| | |
ForEachScenePresence can be changed to ForEachRootScenePresence.
|
| |
| |
| |
| | |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|/
|
|
|
|
| |
fetch four separate times.
No functional change.
|
|
|
|
| |
This causes false positives if a simulator has more than 1 region and the current region is 'root' since this sends the command separately to each region and each region has its own XEngine
|
|
|
|
|
|
|
|
| |
introduced in commit db91044 on Aug 22 2011
This should be unecessary since the folder update is already made at the time of the offer (and moved to trash if not accepted).
This code was also not taking into account the situation where an item was accepted.
Needs more fixing if this results in an aggression elsewhere.
|
|
|
|
|
|
| |
passed a null node reference.
Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
|
|\ |
|
| |
| |
| |
| |
| |
| | |
PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
| |
| |
| | |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
| |
| |
| | |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|/
|
|
| |
only receive the very first collision.
|
|
|
|
| |
from collision events
|
| |
|
|
|
|
| |
about synchronicity for PhysicsActor.OnCollisionUpdate event doc
|
|
|
|
| |
CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
|
|
|
|
|
|
| |
CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.
|
|
|
|
|
|
|
| |
had gone away.
This was causing continuous use of temporary memory even when all avatars had left the scene.
Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
|
|
|
|
| |
it's an OdePrim
|
|
|
|
|
|
|
|
|
| |
of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
|
|
|
|
|
|
| |
BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler
Actually doing the tear down appear to have no ill effects with region crossing and teleport.
|
| |
|
|
|
|
| |
registers an http poll
|
|
|
|
|
| |
These are disabled by default, as before. Please only turn these on in secure grids, since they allow the same facilities as the existing SetPassword call (also disabled by default)
These facilities can be helpful when integrating external systems, in addition to the existing option of adapting an IAuthenticationService or using WebLoginKey
|
| |
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=5748
|
|
|
|
| |
Thanks thomax for a patch to add handling for Sun/Moon pos.
|
|
|
|
|
| |
This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
|
|
|
|
| |
CreateNotecardAsset()
|
| |
|
| |
|
|
|
|
| |
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
|
|
|
|
|
|
|
|
|
| |
Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
|
| |
|
|
|
|
| |
Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
|
|
|
|
| |
IsInTransit=false does the same thing and NotInTransit was not used anywhere.
|
|
|
|
| |
endings from previous commit.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
a single script by giving the script item id (which can be found via scripts show).
Not an ideal way to do this on a region with many scripts. Needs refinement later.
|