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* try to make SOG crossings full async. Simplify some borders checking....UbitUmarov2014-10-245-267/+426
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* remove some Xengine errors on scripted object deleteUbitUmarov2014-10-221-14/+8
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* refuse crossings if logins disabledUbitUmarov2014-10-211-0/+7
| | | | Please enter the commit message for your changes. Lines starting
* make sure we return false if catch() is triggered on crossingUbitUmarov2014-10-211-0/+1
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* do agent crossing async, including QUERYACCESS ( need to check vehicles forUbitUmarov2014-10-213-10/+56
| | | | this also ), so it doesn't stop heartbeat
* Assume childreen don't need to know caps seedsUbitUmarov2014-10-202-33/+47
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* try to fix propagation of seeds to all relevante regionsUbitUmarov2014-10-193-37/+101
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* change position in new region estimation. Reduce border jitter marginUbitUmarov2014-10-181-34/+14
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* fix SW direction diagonal crossingUbitUmarov2014-10-181-2/+5
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* change child agents creation/notification. As before this assumes thatUbitUmarov2014-10-182-121/+119
| | | | sending regions close out of view connections.
* debug makeroot timingUbitUmarov2014-10-171-0/+10
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* send motion control state in update to childs. Reset CollisionPlane onUbitUmarov2014-10-171-2/+9
| | | | makechild
* send correct caps seed on CreateAgent to a nearby regionUbitUmarov2014-10-171-45/+23
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* Fix an obscure permissions exploit. Taking items from a friend's prim couldMelanie Thielker2014-10-161-6/+4
| | | | possibly result in a privilege escalation
* Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2014-10-132-18/+1
| | | | | | | | This reverts commit 8c41271b3312f2a02608ffc41b220f7fb018d6ad. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
* revert to async send, since past experience showed sync didn't work whenUbitUmarov2014-10-131-2/+2
| | | | on mono
* *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-132-2/+19
| | | | Testing this may require several people.
* on util thread pool reduce the min number of threads, increase theUbitUmarov2014-10-131-2/+2
| | | | maximum and increase the idle time before release to OS
* name the threadUbitUmarov2014-10-131-0/+1
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* change/fix previus commitsUbitUmarov2014-10-131-1/+1
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* reduce minimum number of smartpool threads and name itUbitUmarov2014-10-131-3/+3
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* move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov2014-10-121-5/+7
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* try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov2014-10-121-25/+19
| | | | checked, specially on portals
* add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov2014-10-111-1/+4
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* changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2014-10-112-26/+26
| | | | later this parsing needs to validate the model cost also.
* dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov2014-10-111-1/+3
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* bug fixUbitUmarov2014-10-111-2/+3
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* check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2014-10-112-11/+101
| | | | | | | let a model have more than one mesh with skeleton, for testing create a mesh inventory item, for this meshs. Add also option to read a avatar collider replacement. This information still needs to be saved somewhere so it can be checked on attachment, etc, without parsing the mesh asset again.
* fix targetOmega resend on deselect on the right place, can't be at sopUbitUmarov2014-10-062-2/+5
| | | | but packethandlers
* reduce some avatar engine strenghtUbitUmarov2014-10-051-9/+10
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* try to help steps climb a bit compensating the bounce reductionUbitUmarov2014-10-041-0/+2
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* bug fix: resend part targetOmega on deSelectUbitUmarov2014-10-041-0/+2
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* bug fix: leave jumping state only to landing, without fallback intoUbitUmarov2014-10-041-12/+12
| | | | onsurface, etc
* bug fix: revert back check on creating linkUbitUmarov2014-10-041-4/+4
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* added a missing angularVelocity.Zero on sitting, removed odd camera basedUbitUmarov2014-10-031-61/+68
| | | | movement vectors, plus little other things
* clean up coments, use a even faster XY move request detectionUbitUmarov2014-10-011-65/+19
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* removed useless unreal inworld movement vector estimation. Do animation ↵UbitUmarov2014-10-011-70/+97
| | | | | | state using movement control flags only, on avatar frame of reference. This will hold valid until the up direction is allowed to be diferent from the world one.
* do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
| | | | corrected viewers do work
* fix a incomplet landing handling caseUbitUmarov2014-09-301-14/+11
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* persist script changes to mediaURL and musicURL ( heavy thing )UbitUmarov2014-09-301-0/+2
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* fix musicURL change being sent back with wrong snap_selection, and notUbitUmarov2014-09-301-22/+20
| | | | sent to other avatars.
* keep same animation if in transitUbitUmarov2014-09-301-0/+3
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* remove check of other prim top height on steps climb codeUbitUmarov2014-09-291-3/+4
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* Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-292-0/+36
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| * Also fetch and store old asset for animation setsMelanie Thielker2014-09-271-2/+4
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| * Reinstate the part of the id theft protection that was lost in a long ago mergeMelanie Thielker2014-09-271-0/+20
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| * Make changes to AnimationSet to allow indexing by names rather than indices. ↵Melanie Thielker2014-09-271-0/+14
| | | | | | | | Add some debugging output and prepare for parsing an ascii-based format.
* | change avatar physics and motion control. Still not that good :(UbitUmarov2014-09-294-200/+493
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* | change it again...UbitUmarov2014-09-261-1/+1
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* | remove unnecessary argument refUbitUmarov2014-09-261-1/+1
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