| Commit message (Collapse) | Author | Age | Files | Lines |
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writing the linemap.
The previous error report of already exists is inaccurate since existing files do get overwritten.
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streams in the script engine even if exceptions are thrown.
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Hopefully fix problem of multiple physical meshes crashing Windows simulators.
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clear. Add 'InternalScheduleRebuild() CHange rebuild code to call InternalScheduleRebuild() rather than ForceRebuild() to limit the scope of the changes made by the linkset.
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are not Incomplete and not waiting for assets. Change BSPrimLinkable to use AllPartsComplete.
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waiting for assets to load.
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BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
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DoOnRezScriptQueue()(and now the scene name).
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error and always set m_CurrentCompile = null
Setting m_CurrentCompile = null in the finally block reduces the risk that an exception could permanently stop any future scripts compiling until the simulator is restarted.
If an exception is seen from this then please report and further changes to fix the bug or improve compiling reliability can be made.
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m_ScriptFailCount as set in XEngine.DoOnRezScriptQueue()
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calling ZeroMotion in SetPhysicalProperties() at all
SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
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convert the m_log.DebugFormat() call back to the original DetailLog call
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crossings without degrading the walk cross experience (neither of which have been that great anyway).
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ETM.CrossAgentIntoNewRegionMain() since this has already been performed by SP.CheckForBorderCrossing()
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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Urls in UMM if the initial request fails, possibly due to the home URL not being present
Instead, the failure information is effectively added to the memory cache (so no persistence over simualtor sessions).
A future improvement may be to invalidate negative cache results after some time has passed in case the failure was transient.
Looks to resolve http://opensimulator.org/mantis/view.php?id=7382
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This has not been maintained for more than 2 years, is unimplemented for newer features (e.g. built-in groups) and has no core developers using it.
If somebody fixes these issues then it could be reinstated.
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console as it is unused/ignored, at least in core.
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within themselves and OpenSim.ini.example by changing tabs to spaces, indenting, spacing.
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creator data
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reflect its location (UMM not Scene) and add the user name and ID.
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thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
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on any teleport within a foreign grid after the first.
Bug was introduced in ghosts branch commit 69abade
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loglevel, in common with similar commands.
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when [Startup] section is not present (though this is extremely unlikely).
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disabled for testing purposes if necessary.
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inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.
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avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
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valid set pin in a destination prim rather than the unset no pin state
Adds regression test for this case.
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or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments.
This improves upon the earlier naive simply queueing immplementation.
Threshold is 30 seconds. If this happens to a user they can relog and fetch will be reattempted.
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(iteration) can be controlled by the caller.
This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call.
Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
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requests.
This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations.
Currently only applied to AvatarProperties and GenericMessage requests.
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This shows named threadpool calls (excluding timer and network calls) that are currently queued or running.
Also shows total of labelled and any anonymous calls.
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Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source.
This is a naive implementation because it does not currently account for slow foreign asset services.
Although it may take longer, this approach may also improve attachment visibility for HG avatars
since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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smartthreadpool calls
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server-side preferences due to no e-mail address being sent.
This is to avoid user confusion in the oscc rehearsal as they are often not aware that this fails because no e-mail is set.
Also may be failing in the hypergrid case, though this may also be a config issue.
This is meant as a temporary solution.
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This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port.
This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends.
DLLs built under windows
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At least on Mono 3.2.8 (but not under Windows), one can bind multiple UDP sockets to the same port by default.
Different simulators cannot demultiplex each other's messages, so a set of confusing non-obvious errors arise if this occurs.
This change prevents such multiple binding.
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bots in motion.
Previously, adding this behaviour after physics (p) would leave the bot to drift off for ever in its last movement direction.
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