| Commit message (Collapse) | Author | Age | Files | Lines |
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heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
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a mesh/hull while a mesh or hull is being rebuilt when its asset
is fetched. This fixes a 'pure virtual function' crash when changing
physical state of complex linksets that include many meshes.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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These were private and the sole point of use (to know when to load config for the first time) can be done by looking at script engines instead.
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access/update the same static structures simultaneously.
This is possible where there is more than one scene (multiple copies of the same script engine) and/or more than one script engine being used.
These operations are not thread safe and could be leading to the exceptions/problems seen in http://opensimulator.org/mantis/view.php?id=6651
This also prevents a small race condition where more than one AsyncLSLCmdHandlerThread could be started.
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region module using JsonRpc messaging. Requres no databse changes (but backup existing data before use).
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UserProfiles for Robust and Standalone. Includes service and connectors for Robust and standalone opensim plus matching region module.
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display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
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This allows object modification before the usual heartbeat operation.
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rather than silently swallowing it.
This might help diagnose the cause of http://opensimulator.org/mantis/view.php?id=6651 where sometimes scripts fail to start on region start.
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Because of a typo, this wasn't being done at all - now the 'default' value as described in OpenSimDefaults.ini of 10m is passed (vivox_channel_clamping_distance)
Thanks to Ai Austin for spotting this.
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some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one.
This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual.
The original spot was by Vegaslon, this commit just goes about it in a slightly different way
This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this.
However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
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establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues.
The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding.
However, in theory the incoming agent should have made that binding before any such request is triggered.
So moving this binding to an earlier point in the process to see if this makes a difference.
Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache.
This relates to http://opensimulator.org/mantis/view.php?id=6625
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servers. This may ameliorate things when lots of avies arrive in a sim at about the same time. Turns out that there are 4 http requests per avie to Vivox.
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Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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is now viewerside" messages regarding currency
This will require all money modules to be refactored!
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Shouldn't see any functional difference.
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Default to off.
To turn mesh parsing DEBUG detail logging on, add
[Mesh]
LogMeshDetail=true
to the INI file.
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to avatar when it becomes root. This packet shows up in the viewer
logs as an error and appears to cause problems for completing the
texture rebake process for v1 viewers in some cases.
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hashes for the purpose of accurately responding to AgentTextureCached
packets. There is a change to IClientAPI to report the wearbles hashes
that come in through the SetAppearance packet. Added storage of the
texture hashes in the appearance. While these are added to the
Pack/Unpack (with support for missing values) routines (which means
Simian will store them properly), they are not currently persisted in
Robust.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
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