| Commit message (Collapse) | Author | Files | Lines |
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ODEPrim.changevelocity()
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fully changed.
This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work.
Probably the event is fired before the physics actor has been set up again for the stood avatar.
Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
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than directly.
This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing.
Needs careful locking in the future.
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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Bot.Objects_NewPrim()
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couple of commits ago
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out PhysicsBehaviour doesn't result in continuous other behaviours
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This can be specified on pCampbot.exe by using g in the list of behaviours for the new -behaviours,-b switch
e.g. -b p,g to get both existing physics and grabbing behaviours.
grabbing is primitive, it attempts grabs on random prims whether they're actually signalled as clickable or not.
behaviour is currently primitive overall, behaviours are just executed in a list
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not a target size. Mono 2.10 appears to try to allocate the full buffer which
immediately crashes. Tested on mono 2.6.7 and 2.10.5
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This reverts commit d30971fdc243886b8fc614c7f869530db87e10f2.
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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This is to improve the migration of scripts that expect a 20m say distance.
If you want to keep a 30m say distance then please set this as the say_distance parameter in the [Chat] section of OpenSim.ini.
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OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
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wrong avatar.
In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
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for the main simulator.
This prevents issues such as transient mono console problems from crashing the server.
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breaks LINK_SET et al.
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SceneGraph property.
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quite the program before all bots have actually logged off.
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pointless since they terminate quickly
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via a timer, so that we can actually abort the action thread on shutdown
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modules command in OpenSim.cs now shows both shared modules and region modules.
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instead of once for each bot
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Hasn't been touched since 2009 and wasn't more than another copy of pCampBot
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<lastname>_<bot-number>"
e.g. starting up two bots called "Ima Bot" will give them the names "Ima Bot_0" and "Ima Bot_1"
This is necessary since bots with random names can no longer be created, as there's no easy way to turn off account authentication
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counting.
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updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
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main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
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ODECharacter position and position and velocity for ODEPrims.
This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
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directly where possible, instead of transferring X, Y and Z components separately
some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
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ODECharacter.ProcessTaints() though this makes no practical difference
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setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
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We always use SOP.Rotation instead
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