| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
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ignoring it.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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UDP data.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
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console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
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This was a regression from 16c9c1df Sat Oct 6 02:34:49 2012 +0100.
Should resolve http://opensimulator.org/mantis/view.php?id=6360
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I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
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caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
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estate method is received from the client.
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performing HG regionflags service check if the region secret is not empty.
An empty RegionSecret is never HG, whilst a non-empty one may be HG or being genuinely used as a RegionSecret.
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If the region is not classed a hypergrid region, then the region secret is checked to make sure that it is a valid UUID.
Just a temporary fix at this time.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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finite number of frames even if the scene isn't active.
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This allows the scene update and maintenance loops to be started and stopped for debug purposes.
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Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
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viewers.
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as cubes.
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packetpool stats.
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Packetpool code.
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These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
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Bullet 2.81
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taint-time specification to new AddForce().
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more rigid. Remove mass calculation for terrain (it should stay a static object).
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improve interactions.
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Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
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Properly remove and restore linkage constraints when upgrading
a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
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This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
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ObjectCommandsModule.TryParseVectorRange() in order to fix mono 2.4.3 compile failure.
This doesn't fail the compile on mono 2.10.8.
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This allows one to delete objects within a certain volume.
See help on console for more details.
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than osSetResponseType
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OSSL_Api.ShoutErrorOnLackingOwnerPerms.
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ClientClosed, OnRemovePresence that any long-running operations should be launched on a thread separate to the event thread.
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prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
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No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
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'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
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easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
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update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
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