| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
|
|
|
|
|
|
| |
interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
|
|\ |
|
| |
| |
| |
| | |
advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
|
| |
| |
| |
| | |
doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
|
|/
|
|
|
|
|
|
| |
reset (as called by llResetOtherScript()).
As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script.
On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas.
This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
|
|
|
|
| |
mis-application of correction to postion for below groundness.
|
|
|
|
| |
changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
|
| |
|
| |
|
|
|
|
| |
function to test if a position is over known terrain.
|
|
|
|
| |
test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
|
|
|
|
| |
until after physical object destruction. TerrainManager also made disposable and that feature used.
|
|
|
|
| |
doesn't need to do that bookkeeping because SOG/SOP already does it.
|
|
|
|
|
|
| |
startup.
This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460
|
|
|
|
| |
more helpfully log the name, id, position and region of that object.
|
|
|
|
| |
use (such as logging anim pack contents sent to clients)
|
|\ |
|
| | |
|
| |
| |
| |
| | |
default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
|
| |
| |
| |
| | |
This caused movement problems and large prim vehicles to take up a LOT of simulation time.
|
| | |
|
| |
| |
| |
| |
| |
| | |
for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
|
| | |
|
|/
|
|
|
|
|
| |
causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
|
|
|
|
| |
process a packet
|
|\ |
|
| |
| |
| |
| | |
instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
|
|/
|
|
|
|
|
| |
OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
|
|\ |
|
| |
| |
| |
| | |
Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
|
| |
| |
| |
| | |
attribute specifications.
|
| | |
|
|/
|
|
|
|
|
|
|
| |
on initial login region.
Regression from commit ed162a10 (Fri Oct 5 13:50:12 2012)
We had started listening for the client login event for attaching the sound trigger event rather than OnNewClient
Addresses http://opensimulator.org/mantis/view.php?id=6453
Many thanks to danbanner for identifying the exact commit where this went wrong, which made identifying the fix easy.
|
|
|
|
|
|
| |
because they failed to complete event processing within the given timeout.
This is for bug hunting purposes where thread aborts may be causing dangling lock issues and subsequent vm crashes on mono (with ReaderWriterLockSlim, etc.)
|
|
|
|
|
|
|
| |
individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
|
|
|
|
| |
easier to extract and inspect the script's asset via "dump asset"
|
| |
|
|
|
|
| |
the terrain. Users can sure find some interesting corner conditions.
|
|
|
|
| |
setting properties after the destroy character taint.
|
|
|
|
| |
properties after the destroy object taint has happened.
|
|
|
|
| |
than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
|
|
|
|
|
|
|
|
|
| |
dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
|
|
|
|
| |
single prim vehicles not working (the surf board now zooms).
|
|
|
|
| |
BSDynamics to make velocity vs force calculation clearer.
|
|
|
|
|
|
|
|
|
| |
While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
|
|
|
|
| |
restore a child's position in the world based on its position in the moved linkset).
|
| |
|
|
|
|
| |
copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
|
|
|
|
| |
in, to avoid race conditions on the client.
|
|
|
|
| |
Inventory transfers: don't do async on asset transfers or now.
|