| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
|
| | |
|
| | |
|
| | |
|
| |\ |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
avatar fields from the bake data. No more auto rebaking on teleport assuming your wearables, bakes and cache are consistent.
* Speeds up appearance sending.. since there's nothing to wait for.
|
| |\ \ |
|
| | |/
| | |
| | |
| | |
| | |
| | |
| | | |
Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
|
| | |\ |
|
| | | |\ |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
AvatarAppearance.VPElement so it can be easily looked up in code/module
|
|\ \ \ \ \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
destructor.
Hopes to address occasional shutdown failures from http://opensimulator.org/mantis/view.php?id=6503
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
New constants for llGetObjectDetails OBJECT_CHARACTER_TIME,
OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE,
OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ
also Pathfining constants, 3 of which are used by llGetObjectDetails
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
The type of the keys returned by llGetAgentList corrected to LSL_Key
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
region where there is more than one region on the simulator.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
OpenSimulator is VERY sensitive to changes in avatar velocity and
will send an avatar update message when velocity changes more than
0.001m/s. This significantly reduces the number of avatar update messages by
smoothing the avatar velocity returned by Bullet.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
|
|\ \ \ \ \ \
| |/ / / / / |
|
| |\ \ \ \ \ |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| | |/ / / / /
| |/| | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
|
| |\ \ \ \ \ \ |
|
| | |/ / / / / |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the difference.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
objects have been fetched.
Update TODO list with more work.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
to the documented maximum from the outragious number previously.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
|
| | |\ \ \ \ \ |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
pass down IScriptInstance instead.
This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests.
This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method
in order to facilititate continued script logic regression testing.
|
| |/ / / / / / |
|
|\ \ \ \ \ \ \
| | |_|_|/ / /
| |/| | | | | |
|
| | |_|_|_|/
| |/| | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
search data
|
| | |_|/ /
| |/| | |
| | | | |
| | | | | |
regarding prim positioning.
|
| | | | | |
|
|\ \ \ \ \
| | |_|/ /
| |/| | | |
|