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* * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman2009-10-306-27/+33
| | | | * Prints a warning for any future packet splitting failures
* * Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman2009-10-291-29/+35
| | | | | | protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-293-159/+144
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* More performance improvements to XEngine script loadingJohn Hurliman2009-10-292-54/+37
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* * Misc. formatting cleanup for the previous patchJohn Hurliman2009-10-294-37/+47
| | | | * Added the new AppDomainLoading variable to the [XEngine] section in the example config
* OptimizationsDan Lake2009-10-295-118/+123
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* * Implemented foot collision plane for avatarsJohn Hurliman2009-10-291-215/+44
| | | | * Fixed a NullReferenceException regression
* Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman2009-10-291-36/+203
| | | | not working
* Fixing NullReferenceException regression in the previous commitJohn Hurliman2009-10-291-1/+1
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-297-81/+108
| | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
* Small performance tweaks to code called by the heartbeat loopJohn Hurliman2009-10-284-117/+53
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* Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-284-107/+6
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* Limit physics time dilation to 1.0John Hurliman2009-10-282-2/+2
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* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-286-32/+40
| | | | | | | default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-281-0/+56
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| * Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensimMelanie2009-10-281-3/+3
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| * | Adding changes to previous patch to make it fit into core betterMelanie2009-10-281-19/+17
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| * | patch kill by UUIDFredo Chaplin2009-10-281-0/+58
| | | | | | | | | | | | Signed-off-by: Melanie <melanie@t-data.com>
* | | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-284-5/+15
| |/ |/| | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
* | Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman2009-10-281-3/+3
|/ | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times)
* Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2009-10-282-2/+10
| | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
* Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to testJohn Hurliman2009-10-281-1/+1
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* Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵John Hurliman2009-10-281-2/+6
| | | | ironed out
* Print the exception message when CSJ2K decoding fails for sculpty texturesJohn Hurliman2009-10-281-3/+3
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* Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2009-10-282-12/+12
| | | | based clients can use UDP server that is inherited from LLUDPServer.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-282-5/+7
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| * Changed True to true in OpenSim.ini.example.Diva Canto2009-10-271-1/+1
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| * Make map search work also for hyperlinked regions.Diva Canto2009-10-271-4/+6
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* | Updating the OpenJPEG libraries to the versions from libomv 0.8.0John Hurliman2009-10-285-3/+3
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-2724-1603/+0
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| * Remove the SECS loaderMelanie2009-10-276-544/+0
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| * Remove the rest of SECS. It was never used, except by an experimental versionMelanie2009-10-2718-1059/+0
| | | | | | | | of the DotNetEngine that was never runnable.
* | Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-274-17/+21
|/ | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-10-271-1/+1
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| * Bump required Mono version in README up to 2.4.2Justin Clark-Casey (justincc)2009-10-271-1/+1
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* | Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2009-10-272-0/+29
|/ | | | always leave a worker thread available for other tasks
* Updating prebuild.xml to reflect the removal of DotNetEngineJohn Hurliman2009-10-271-285/+0
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* Removed the DotNetEngine scripting engine. You will need to create a fresh ↵John Hurliman2009-10-2737-5907/+1
| | | | checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
* Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman2009-10-271-1/+1
| | | | mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
* Making the defaults for interest management variables match whether you have ↵John Hurliman2009-10-271-3/+3
| | | | the [InterestManagement] section in your config or not
* Forgot a line in the previous commitJohn Hurliman2009-10-271-0/+2
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* Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman2009-10-272-7/+10
| | | | asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
* * Tweak to region module loading to check for a matching constructor first ↵John Hurliman2009-10-275-23/+29
| | | | | | | instead of throwing and catching exceptions * Commenting out the MySQL startup sequence that cleans out dropped attachments under the advice that it is no longer relevant. If anything, it could be brought back as a database cleanup console command * Updated to the latest libomv 0.8.0-pre. UUID.TryParse() will no longer throw and catch exceptions for most failed UUID parses
* * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman2009-10-274-8/+12
| | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
* Adding missing CSJ2K reference to OpenSim.Region.Physics.MeshingJohn Hurliman2009-10-261-0/+1
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* * Switched from OpenJPEG to CSJ2K in MeshmerizerJohn Hurliman2009-10-261-3/+1
| | | | * Tested the previous patch and found no regressions
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-2632-878/+866
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* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-263-62/+69
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2009-10-265-21/+30
| | | | inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
* * Switched all operations on the list of clients that could be either sync ↵John Hurliman2009-10-267-28/+44
| | | | | | | | or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva