| Commit message (Collapse) | Author | Age | Files | Lines |
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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Change character scaling to represent size of capsule (diameter rather than radius)
Modify create capsule call to pass radius and height.
Eliminate errors when calculating shape inertia (should have some type checking).
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Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
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initialized and setting of C++ parameters commented out. Comments and logging added.
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Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
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This allows one to turn on super-verbose groups debug logging on and off whilst the region is in operation.
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show" report
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rather lengthy for a "summary".
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Signed-off-by: Melanie <melanie@t-data.com>
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the defaul basic box so they don't go off world.
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part contains
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assets behave like phantom by Nebadon request
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ConsoleDisplayList
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region console commands
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of an object, not just whole object summary information.
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console command
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now
Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
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check we received a request handler first since this is not guaranteed.
Resolves harmless logged exception when content type and generic xml rpc requests take more than 3 seconds.
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commit (1de80c)
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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IClientAPI from LLClientView
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which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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one we pool atm, rather than attempting to return all incoming packets.
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churn
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
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ignoring it.
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memory churn changes rather than waiting for the average to move.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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UDP data.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
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