| Commit message (Collapse) | Author | Age | Files | Lines |
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Objects statistic by 1 instead of by the number of prims removed.
Unlike LL, OpenSimulator currently uses this stat to record the number of prims in the physics simulation, even when they are at rest.
Added regression test for this case.
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rather than using Constants.RegionSize. This allows loading and saving
of terrain heightmaps that match the size of non-legacy sized regions.
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land object bitmaps. This fixes creation of child presences and the
editing of parcels.
Also lots of commented out debugging messages.
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state_entry() generates a syntax error.
Same for other events to follow at a later date.
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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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handle variable sized regions. Many changes for both the region and parcels.
Most of the constant "4" (for the 4x4 parcel units) have been replaced
with symbols and math.
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This records how many packets were indicated to be resends by clients
Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
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generate syntax error as seen on the LL grid
This is done through the parser and so generates the same syntax error message if any parameters are wrongly specified for this event.
We were already enforcing event names in the parser.
This is only for state_entry so far as an initial test of the approach - appears to work correctly.
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j2kDecodeCache folder should be cleared after updating to this revision so that sculpts containing alpha can be re-decoded and successfully meshed.
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first added a few commits ago
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UploadBakedTextureModule
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This allows one to monitor the total number of messages resent to clients over time.
A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent
A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.
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particle system functionality. Note that this does *not* complete required server side changes for implementing the new particle system
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rate that is currently only displayed if LogLevel >=1 in [AssetCache] config
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[Startup] section.
These are long unused but confusingly will be seen in the [Startup] section on a "config save".
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physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
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to check for border crossings based on the size of the region.
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Code cleanups.
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Add some debugging logs on region creation to report region size.
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stack.
Implement both LoadTerrain and StoreTerrain for all DBs.
Move all database blob serialization/deserialization into TerrainData.
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compression base computation.
Complete replacement of float[] for terrain heightmap with TerrainData instance.
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ObjectProperties UDP replies to viewer
Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3
Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
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Appears to be a never used method.
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if we sent immediately)
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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Signed-off-by: teravus <teravus@gmail.com>
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(The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
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the vehicle buoyancy if the vehicle is above its hover height.
This is a known misfeature of this vehicle flag which has been accepted
since it would break too many implementations. The problem is noticed
when creating a jetski-like vehicle that jumps over sand bars. A boat
normally is configured with neutral buoyancy and hovering at water
height. When it jumps the sandbar, it needs to have gravity applied
to get back to water level.
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Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
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* Break out common BasicDOSProtector code into separate class.
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HTTP Server handlers. XMLRPC Handler, GenericHttpHandler and <Various>StreamHandler
* Applied the XmlRpcBasicDOSProtector.cs to the login service as both an example, and good practice.
* Applied the BaseStreamHandlerBasicDOSProtector.cs to the friends service as an example of the DOS Protector on StreamHandlers
* Added CircularBuffer, used for CPU and Memory friendly rate monitoring.
* DosProtector has 2 states, 1. Just Check for blocked users and check general velocity, 2. Track velocity per user, It only jumps to 2 if it's getting a lot of requests, and state 1 is about as resource friendly as if it wasn't even there.
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