| Commit message (Collapse) | Author | Age | Files | Lines |
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Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
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temporary assets.
Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load
Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
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before looking for files to expire.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed.
The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced.
This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.
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multi-OAR patch there is now only one class that handles this operation.
Adapation of 0004-Renamed-ArchiveWriteRequestPreparation-to-ArchiveWri.patch in http://opensimulator.org/mantis/view.php?id=6105
since that did not directly apply
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Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
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(present as column PrincipalID) parameters in the Avatars table.
These are used to invoke avatar service calls but are not in themselves persistable avatar data.
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avies use to visit other grids. Not as good as I wanted, but good enough. Unfortunately we can't switch the appearance from under the avie without getting into a lot of weirdnesses because appearance is viewer-controlled. So instead, when this control is on, I'm disallowing HG-TP unless the user is wearing an allowed HG appearance -- the user gets a warning and needs to switch appearance. WARNING: I'm still not committing the config vars because this is still not ready for ppl to test.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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containing invalid xml
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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rather than 3
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Also converts newlines to "\n" text.
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outside world to retrieve appearance items. Not ACLed yet.
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This reverts commit 96f889b20e570a05fdb7c4f42057cc66671a60cb.
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783ee949
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being written
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the simulator executable.
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OpenSim.Region.Framework.Scenes.EventManager (OnFrame)
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user-friendly error messages
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incoming request data and the entire incoming data respectively.
See "help debug http" for more details.
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Mono.Data.SQL entry was bad
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Place FloatsamCache in the same namespace as our other core asset caches
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This reverts commit 2ec34580ce3807cede97539488237040e1a8a6cc.
Moving the attributes for mono addins back to the source file - this also fixes http://opensimulator.org/mantis/view.php?id=6278.
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can have in a linkset
Applied with changes - patch was based on a repo different from core
Signed-off-by: Melanie <melanie@t-data.com>
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Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
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'Body' to 'BSBody' for disambiguation when reading code.
Complete the API2 interface so nearly all methods on bullet
classes are available to the managed code. The efficient
single call simulation step is kept in place while all
other creation/destruction/parameterization can be done
in the managed code.
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'unknown'.
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Track current collision flags in BSPrim.
Add BulletSimAPI calls for saving and restoring rigidBodies using
construction information structure.
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refactoring to be a constant
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