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* refuse crossings if logins disabledUbitUmarov2014-10-211-0/+7
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* make sure we return false if catch() is triggered on crossingUbitUmarov2014-10-211-0/+1
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* do agent crossing async, including QUERYACCESS ( need to check vehicles forUbitUmarov2014-10-213-10/+56
| | | | this also ), so it doesn't stop heartbeat
* Assume childreen don't need to know caps seedsUbitUmarov2014-10-203-33/+84
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* try to fix propagation of seeds to all relevante regionsUbitUmarov2014-10-194-37/+139
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* change position in new region estimation. Reduce border jitter marginUbitUmarov2014-10-181-34/+14
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* fix SW direction diagonal crossingUbitUmarov2014-10-181-2/+5
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* change child agents creation/notification. As before this assumes thatUbitUmarov2014-10-182-121/+119
| | | | sending regions close out of view connections.
* debug makeroot timingUbitUmarov2014-10-171-0/+10
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* send motion control state in update to childs. Reset CollisionPlane onUbitUmarov2014-10-172-2/+18
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* send correct caps seed on CreateAgent to a nearby regionUbitUmarov2014-10-171-45/+23
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* Merge branch 'master' into ubitworkmasterUbitUmarov2014-10-161-6/+4
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| * Fix an obscure permissions exploit. Taking items from a friend's prim couldMelanie Thielker2014-10-161-6/+4
| | | | | | | | possibly result in a privilege escalation
* | fix some errors when using http debug level > 4UbitUmarov2014-10-151-6/+8
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* lso remove caps with "PUT" http methodUbitUmarov2014-10-141-0/+1
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* Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2014-10-132-18/+1
| | | | | | | | This reverts commit 8c41271b3312f2a02608ffc41b220f7fb018d6ad. Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
* Merge branch 'ubitworkmaster'Melanie Thielker2014-10-131-2/+2
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| * revert to async send, since past experience showed sync didn't work whenUbitUmarov2014-10-131-2/+2
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* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-137-10/+39
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| * *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-132-2/+19
| | | | | | | | Testing this may require several people.
| * on util thread pool reduce the min number of threads, increase theUbitUmarov2014-10-132-3/+3
| | | | | | | | maximum and increase the idle time before release to OS
| * name the threadUbitUmarov2014-10-131-0/+1
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| * change/fix previus commitsUbitUmarov2014-10-132-3/+11
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| * reduce minimum number of smartpool threads and name itUbitUmarov2014-10-131-3/+3
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| * tune poll smartThreadpool use and give it a nameUbitUmarov2014-10-131-2/+5
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* | Allow 20 outbound connections per endpoint for the servicesMelanie Thielker2014-10-131-0/+1
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* | Set connection limit to 20 for all servers.Melanie Thielker2014-10-131-0/+4
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* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-122-30/+26
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| * move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov2014-10-121-5/+7
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| * try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov2014-10-121-25/+19
| | | | | | | | checked, specially on portals
* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-125-11/+110
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| * add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov2014-10-111-1/+4
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| * changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2014-10-112-26/+26
| | | | | | | | later this parsing needs to validate the model cost also.
| * dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov2014-10-111-1/+3
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| * bug fixUbitUmarov2014-10-111-2/+3
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| * check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2014-10-112-11/+101
| | | | | | | | | | | | | | let a model have more than one mesh with skeleton, for testing create a mesh inventory item, for this meshs. Add also option to read a avatar collider replacement. This information still needs to be saved somewhere so it can be checked on attachment, etc, without parsing the mesh asset again.
| * Merge branch 'master' into ubitworkmasterUbitUmarov2014-10-091-6/+36
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| * | fix targetOmega resend on deselect on the right place, can't be at sopUbitUmarov2014-10-062-2/+5
| | | | | | | | | | | | but packethandlers
* | | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-053-21/+26
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| * reduce some avatar engine strenghtUbitUmarov2014-10-051-9/+10
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| * try to help steps climb a bit compensating the bounce reductionUbitUmarov2014-10-041-0/+2
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| * bug fix: resend part targetOmega on deSelectUbitUmarov2014-10-041-0/+2
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| * bug fix: leave jumping state only to landing, without fallback intoUbitUmarov2014-10-041-12/+12
| | | | | | | | onsurface, etc
* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-041-4/+4
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| * bug fix: revert back check on creating linkUbitUmarov2014-10-041-4/+4
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* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-041-61/+68
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| * added a missing angularVelocity.Zero on sitting, removed odd camera basedUbitUmarov2014-10-031-61/+68
| | | | | | | | movement vectors, plus little other things
* | Merge branch 'ubitworkmaster'Melanie Thielker2014-10-0311-309/+637
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| * clean up coments, use a even faster XY move request detectionUbitUmarov2014-10-011-65/+19
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| * removed useless unreal inworld movement vector estimation. Do animation ↵UbitUmarov2014-10-011-70/+97
| | | | | | | | | | | | state using movement control flags only, on avatar frame of reference. This will hold valid until the up direction is allowed to be diferent from the world one.