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* handle AO sit ground caseUbitUmarov2014-09-101-2/+27
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* *TEST* add movement states SIT and SITGROUND. ScenePresence on SIT,UbitUmarov2014-09-103-34/+71
| | | | | SITGROUND or STAND, sets directly the state, and desired sitAnimation for default sits
* Fix a nullref that can hit Vivox voiceMelanie Thielker2014-09-101-2/+8
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* it its a default ( internal ) animation return its name in lower caseUbitUmarov2014-09-091-1/+1
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* remove the check animState == anim for same reasonsUbitUmarov2014-09-091-16/+10
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* look for animation on part inventory before default animations, soUbitUmarov2014-09-091-4/+7
| | | | | user can use same name. Search directly on default animations using uppercase.
* force update of movement animationUbitUmarov2014-09-092-2/+15
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* on SetAnimationOverride do a UpdateMovementAnimations();UbitUmarov2014-09-091-1/+2
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* *test*UbitUmarov2014-09-092-1/+22
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* Plumb the rest of the serverside AOMelanie Thielker2014-09-094-0/+113
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* Merge branch 'ubitworkmaster'Melanie Thielker2014-09-091-1/+4
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| * add full delete if uuid iz zero and state is ALLUbitUmarov2014-09-091-1/+4
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* | Add some case magic and send an anim pack when an override is setMelanie Thielker2014-09-092-1/+2
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* Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-094-5/+116
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| * Add perms checkMelanie Thielker2014-09-092-0/+8
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| * Add some forgotten callsMelanie Thielker2014-09-091-0/+2
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| * Add missing fileMelanie Thielker2014-09-091-0/+76
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| * Actually do the overridingMelanie Thielker2014-09-092-1/+14
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| * Also check standard anim namesMelanie Thielker2014-09-091-4/+16
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* | only cancel attchment needed update type on sending sheduled updates.UbitUmarov2014-09-091-4/+3
| | | | | | | | This is wrong but its as original worked
* | huds bug fixUbitUmarov2014-09-091-28/+50
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* | remove messing with KeyframeMotion on attachUbitUmarov2014-09-091-2/+2
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* | dont force Phantom on attachments, breaking no mod objects if wear byUbitUmarov2014-09-091-1/+1
| | | | | | | | mistake
* | drop attachments with original physical proprietiesUbitUmarov2014-09-091-21/+6
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* | set default LinksetPhysPrims to 0 so max number of prims for physicalUbitUmarov2014-09-091-1/+1
| | | | | | | | object is disabled
* | Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-095-1/+56
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| * make PERMISSION_OVERRIDE_ANIMATIONS implicit for attachmentsMelanie Thielker2014-09-091-1/+2
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| * Plumb llSetAnimationOverrideMelanie Thielker2014-09-095-0/+54
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* | dont send fullObjectUpdate on deselectUbitUmarov2014-09-091-4/+4
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* | limit number of prims on physical objects. Not all cases covered stillUbitUmarov2014-09-085-3/+78
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* | on drop send full update on root prim, terse on others ( as sl ). FixUbitUmarov2014-09-081-2/+5
| | | | | | | | count down of number of physicial prims on attach, if removing them
* | change attachment drop, to make object Phanton. THis is not as SL, butUbitUmarov2014-09-081-8/+12
| | | | | | | | | | rez position is automatic and object interpenetrations will happen including with the avatar, with the usual ugly effects.
* | *NEEDS more testing* on attachment drop: fix adding prims to physicsUbitUmarov2014-09-081-4/+31
|/ | | | | | | engine, remove disturbing phantom flag. On attach: fix removing prims from physics engine, delete any keyframeMotion, remove physical flag. This is executed in all attachs possible only need on attach from the scene (?), but its where original code removed only root part from physics engine
* do not send objectproprieties on sop.SetGroup(). I many cases this willUbitUmarov2014-09-051-2/+2
| | | | arrive before creating the object in viewer with respective full update
* near region check on tp needs to be a full current view check.UbitUmarov2014-09-051-6/+6
| | | | sp.KnownRegions is unreliable for this.
* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
| | | | | throttle and makes more packets to be sent in bursts and not in steady state flow.
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
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* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
| | | | | int64, etc. Limite brust bytes to the total rate client requested times a look ahead estimation time, Avoid queues starvation with updates waiting...
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
| | | | reduce MeshModule impact on udp rate
* add method to get a category throttle rateUbitUmarov2014-08-294-38/+47
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* reduce burstUbitUmarov2014-08-291-1/+1
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* replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
| | | | acumulated ( variable named BurtRate, not exactly a rate...)
* disable first dripUbitUmarov2014-08-291-1/+1
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* try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
| | | | region with a lot of contents. Should not affect much average rates.
* remove misplaced commentUbitUmarov2014-08-281-1/+0
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* try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
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* add some functions for estimation of number of bytes that can be send in a ↵UbitUmarov2014-08-282-0/+13
| | | | category in specified time
* send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
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* if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18
| | | | should send other avatarinformation with same priority on same Task category ( plus cleanup )
* try to make child presence know its root region. Incomplete, some paths ↵UbitUmarov2014-08-282-43/+15
| | | | dont send the information.