| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
| |
appears that in conjunction with MW's locking changes, that two threads may race to create the avatar
appearance in the TryGetAvatarAppearance() method. Moving off Add will mean the second replaces the first instead of throwing the exception. This may still not be a good
permanent solution - more extensively locking or a code rearrangement could be better. I'm going to leave this in MW's much more familiar hands now.
|
|
|
|
| |
resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
|
|
|
|
| |
with the ODEPlugin.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client.
the attached patch fixes all LoadFromFileX(.) methods.
Thanks!
* Also small build fix for AvatarFactoryModule
|
| |
|
|
|
|
| |
did much anyway, so perhaps it's not currently in use.
|
|
|
|
|
|
| |
* Many thanks to alex_carnell for the necessary information for this
|
|
|
|
| |
inventory Database interfaces. This could be useful for adding a item to a users inventory from say a web front end application or some other third party application. [note the method is only currently implemented in the sqlite provider]
|
| |
|
|
|
|
|
|
|
|
|
|
| |
(though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
|
| |
|
| |
|
|
|
|
|
|
| |
* This may or may not help with the memory leak, need to assess
|
|
|
|
|
|
|
|
| |
* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
|
| |
|
|
|
|
|
|
|
|
|
| |
align classes with file names
* Small amount of ndoc
* This will probably require a prebuild and nant clean
|
|
|
|
| |
of the permission masks or Locked status using the available checkboxes.
|
| |
|
|
|
|
| |
other side now, assuming the region on the other side has physical prim enabled.
|
|
|
|
|
|
|
|
|
|
|
| |
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
|
|
|
|
| |
object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
|
|
|
|
|
| |
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
|
|
|
|
| |
never occurs anyway
|
| |
|
|
|
|
|
|
|
|
| |
appearance persistence needs to set new params for it (check OpenSim.ini.example)
New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
|
| |
|
|
|
|
| |
taking me in the number of commits)
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
|
|
|
|
| |
OpenSim starts
|
|
|
|
|
|
| |
* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
|
|
|
|
|
| |
* Backup your database just in case.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
"state default;" rewrite to "state ("default");"
|
| |
|
|
|
|
|
|
| |
Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
|
|
|
|
| |
<0,0,0,0> Quaternion and Vector
|
|
|
|
| |
methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
|
|
|
|
| |
bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
|