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* * Fixes mesh loading issues in last commit.teravus2012-11-151-0/+9
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* * Prep work switching the GetMeshModule over to a poll service.teravus2012-11-094-79/+538
| | | | * 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.
* This implements the Caps throttler. After some testing, the system seemed ↵teravus2012-11-051-13/+106
| | | | | | 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.
* Another step in the chain. Pipe the throttle update to the appropriate ↵teravus2012-11-052-13/+40
| | | | | | 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
* Pipe Throttle Update Event to EventManager, client --> ScenePresence --> ↵teravus2012-11-048-3/+75
| | | | 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.
* Prevent IMs being sent to prims when avies decline inventory offers from them.Diva Canto2012-11-041-9/+12
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* Add a method to query all registered script constants to allow non-XEngineMelanie2012-11-042-0/+18
| | | | script engines to use them.
* Prevent a null client from crashing windlight.Melanie2012-11-031-0/+3
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* Squash reporting HelloNeighbor exception - it simply means the other simMelanie2012-11-021-4/+4
| | | | is down, no need for yellow ink.
* Merge branch 'ubitwork' into avinationMelanie2012-11-021-20/+14
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| * lock unique and uniqueReleased in same order when both locks are neededUbitUmarov2012-11-021-20/+14
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| * Merge branch 'avination' into ubitworkUbitUmarov2012-10-3010-32/+75
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* | \ Merge branch 'ubitwork' into avinationMelanie2012-11-015-14/+33
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| * | revert last changeUbitUmarov2012-10-281-2/+1
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| * | fix ode timingUbitUmarov2012-10-281-1/+2
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| * | minor changeUbitUmarov2012-10-281-0/+1
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| * | test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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| * | more debugUbitUmarov2012-10-281-0/+2
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| * | remove pre physics build testingUbitUmarov2012-10-281-1/+1
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| * | Add some extra debug on scene closeUbitUmarov2012-10-281-1/+9
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| * | bug fixUbitUmarov2012-10-202-1/+3
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| * | UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
| | | | | | | | | | | | it. It costs a lot of cpu and doesn't seem all that usefull.
* | | Add AnimState to CADUMelanie2012-10-301-0/+18
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* | | Make sure we're not accessing a physics scene if we're not in one yet.Melanie2012-10-301-1/+1
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* | Set the script state to new rez when a scriptis saved, rather than region start.Melanie2012-10-281-1/+1
| | | | | | | | Prevents CHANGED_REGION_RESTART being sent to scripts when saving.
* | Add a property to determine if a link set is stored in the database. Also, fixMelanie2012-10-281-0/+13
| | | | | | | | | | a bug where "Force object permissive" god action would fail to reset child prim permissions.
* | Deep copy the collection of at_target objects so it can't be modified whileMelanie2012-10-281-1/+4
| | | | | | | | it's being iterated
* | Merge branch 'ubitwork' into avinationMelanie2012-10-191-6/+11
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| * [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | | | | | the defaul basic box so they don't go off world.
* | Merge branch 'ubitwork' into avinationMelanie2012-10-192-24/+101
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| * [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | | | | | assets behave like phantom by Nebadon request
| * extend coment to include all unused SOG CheckSculptAndLoad()UbitUmarov2012-10-181-3/+4
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* | Remove redundant and annoyingly modal message box in upload processing.Melanie2012-10-181-11/+11
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* | Merge branch 'ubitwork' into avinationMelanie2012-10-1722-1206/+2391
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| * coment a debug warningUbitUmarov2012-10-161-1/+1
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| * fixesUbitUmarov2012-10-163-67/+82
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| * missing fileUbitUmarov2012-10-131-0/+2
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| * add mesh cache expire on region startup. Expires will be relative toUbitUmarov2012-10-134-3/+88
| | | | | | | | | | | | previus expire (assumed done only once at startup). File 'cntr' on cache folder stores time. Deleting it will force a skip on expire. Default time is 48hours before previus startup to account for failed ones etc.
| * retouch mesh idsUbitUmarov2012-10-132-11/+21
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| * missing file (again)UbitUmarov2012-10-131-4/+8
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| * longer meshs identification keys, so first part on disk cache is it's asset idUbitUmarov2012-10-131-1/+3
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| * missing fileUbitUmarov2012-10-121-0/+6
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| * [TEST] disk cache meshsUbitUmarov2012-10-123-282/+532
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| * commit the right files!UbitUmarov2012-10-122-5737/+4763
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| * remove some more debug spam on odeUbitUmarov2012-10-122-4766/+5735
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| * normalize quaternion.Slerp outputsUbitUmarov2012-10-102-0/+2
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| * add some quaternion normalizations to keep errors under controlUbitUmarov2012-10-101-0/+3
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| * debugUbitUmarov2012-10-101-0/+6
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| * fix debug :)UbitUmarov2012-10-091-1/+1
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| * debug...UbitUmarov2012-10-091-0/+5
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