| Commit message (Collapse) | Author | Age | Files | Lines |
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network accounting required it... with it being the lowest updated stat.
* Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
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on accessing AckList
* introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
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accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
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SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
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over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
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* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
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server hits something terminal.
This was the original intention, but the line order was slightly wrong.
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far, only windows lib updated. Need to do the Linux version.
* Update also checked into opensim-libs
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settings.
Also added exception handling if string->float conversion still should fail for some reason.
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
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llDeleteSubString:
from the c# implementations of string.SubString(start,len) and string.Remove(start,len).
Especially since negative indexing and exclusion are included in the LSL versions.
This patch is closer to the LSL version. Maybe an osSubString and osRemoveString
would be appropriate?
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300 msecs can be too slow and cause a timeout to occur. This is reported when
llHTTPRequest times out but may not be reported for other functions like
osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears
that the value affects not just llHTTPRequest's.
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now actually checks your authentication keys rather than ignoring them.
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OpenSim.DataStore.MonoSqlite.dll before replacing with OpenSim.Framework.Data.SQLite.dll
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OpenSim.Framework.Data.SQLite.dll during runtime.
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Added old LSO code, will use it as base to create new LSO VM.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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on how much to effect the land.
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** jumping
** crouching
** landing on prim
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Linden insisted that Havok was running at 45fps internally.
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
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LSL_BaseClass to allow them to be called in LSL scripts.
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method.
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crash) exceptions.
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directly to developers (disabled for now)
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Still needs hooking up for all commands in both ends, separation of local and remote LSL-commands, etc.
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* This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini
* Implemented for sqlite and MySQL, no MSSQL implementation yet
* As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change.
* More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
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