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hard-coded port numbers.
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to mysql regions that should help on performance of some of the
selects. We should start capturing more data on performance bits
to figure out where else we are missing indexes and add them via
migrations as well.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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and no schema. It should also work with a non up to date schema as well.
Btw, meetings in which I can get code done are the right kind of meetings.
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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data sources besides the grid store. It is only lightly tested
so the less adventurous should wait a couple of checkins before
upgrading.
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now on to integrating this approach into the mysql
driver. Beware the next couple of checkins.
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representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
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is now using migrations instead of the old model to
create tables. Tested for existing old tables,
and for creating new ones.
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-2147483648 is not valid for red, I've added the following message;
[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level
And, I've also kept it from crashing...
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override the default method of calculating how many prims a parcel can have.
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to allow the InventoryServer to work with MSSQL..
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MSSQL Avatar appearance solved.
Appearance functions and modified table.
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* Please feel free to comment if the periodic logging is causing you problems in some way - I'm loathe to add yet another switch to OpenSim.ini but will if it proves necessary
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failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
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which the server was started
* This is potentially useful if you're using screen on a region console without knowing where it was originally started from
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information
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places in show stats
* trade easier readability for pointless accuracy
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clear-assets command is used on the region console
* stop waiting for garbage collection when GC total memory used is requested, in case the periodic request of this lags the sim
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some idea of how these evolve
* When returning GC.GetTotalMemory(), force collection first in order to get more accurate figures
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migrating from the old to the new system. Silly legacy
code.
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tracking, and support sub types that we'll need for
nhibernate.
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xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
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* This is the GC.GetTotalMemory() method, which I'm guessing does not include memory used by the VM (hence the memory usage reported in top on linux would be much higher)
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addresses the 'terrain fill 0' error.
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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Tomorrow I'll start trying to integrate them into sqlite
to see if this works right for table migration.
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really turned out to be small enough to not need it's own
assembly
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this becomes useful
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intent is to create an easier way to manage database table versions
like the model used for ruby on rails migrations.
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stdin)
*Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
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Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
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UpdateEntityMovement() to try to preclude the
occaisional System.NullReferenceException in scene.
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The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
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