| Commit message (Collapse) | Author | Age | Files | Lines |
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conflicts with PhysicsShape type defined in later libOMV
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This also allows comments in command scripts (lines starting with ;, # or //) to be used across all servers
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This helpfully lists version information, startup location and console log level
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situations I can't demonstrate that it's better then just letting the client request what it needs in terms of responsiveness of the mesh in the scene yet.
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Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
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appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
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creeping in)
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mesh terrain can be implemented.
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having mesh avatars.
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getting simplified out of existance someday) and update all the references to same.
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getting simplified out of existance someday) and update all the references to that enum.
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corrections (below ground and floating).
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ground. This solves the bouncing, short avatar problem (Mantis 6403).
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a useless potentially network call on the scene presence service connector.
This also eliminates the "[PRESENCE HANDLER]: GetAgents called without required uuids argument"
which has started to pop up in the logs when a call is made with an empty uuid array as occasionally happens.
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code is there
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* Last step is to flip the throttle distribution.
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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs
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* This still has the image throttler in it.. as is... so it's not suitable for live yet.... The throttler keeps track of the task throttle but doesn't balance the UDP throttle yet.
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other classes.
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boundries.
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BulletSim libraries with code stripped of the obsolete code.
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to be OK with me specifying allowing 1 oversized image per 70,000b/sec with at least one. Try it out, start with a low bandwidth setting and then, set your bandwidth setting middle/high and see the difference.
Tested with Two Clients on a region with 1800 textures all visible at once.
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PollServiceTextureEventArgs. Each poll service having it's own throttle member is more consistent with the model then the region module keeping track of all of them globally and better for locking too. The Poll Services object is not set static to handle multiple nearby regions on the same simulator.
Next step is hooking it up to HasEvents
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EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
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This was necessary historically but hasn't been for many years.
Can still get CreatorIdAsUuid, which is really just a UUID cached version of the string CreatorId
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delta over time.
The chief motivation for this is to be able to tell whether there's any impact on incoming packet processing from enabling extra packet pooling.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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handling thread.
This prevents a slow grid information network call from holding up the main packet handling thread.
There's no obvious race condition reason for not doing this asynchronously.
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udp packet handling thread.
There's no obvious race condition reason for doing this on the main packet handling thread.
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