| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |
| | |
| | |
| | | |
forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
|
| |\ \ |
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
uneditable or crashers. (Foxtail of death)
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
rate and not heartbeat.
|
| | | |
| | | |
| | | |
| | | | |
unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
|
| | | |
| | | |
| | | |
| | | | |
bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
|
| | | | |
|
|\ \ \ \
| | |_|/
| |/| |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
This replaces the Parts count which was rather pointless for a prim (it was either 1 if a child or the number of parts if the root).
This information is still avaliable on the "show object" command.
|
| |/ / / |
|
|\ \ \ \
| |/ / / |
|
| |\ \ \ |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
Cut down on the logging spam.
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
structured
storage (dictionaries and arrays of string values) for scripts and region modules.
In addition, there are operations on the storage that enable "real" distributed
computation between scripts through operations similar to those of a tuple space.
Scripts can share task queues, implement shared locks or semaphores, etc.
The structured store is limited to the current region and is not currently
persisted. However, script operations are defined to initialize a store from a notecard
and to serialize the store to a notecard.
Documentation will be posted to the opensim wiki soon.
|
| | | | |
| | | | |
| | | | |
| | | | | |
location
|
| |/ / /
| | | |
| | | |
| | | | |
methods directly rather than through Scene may allow race conditions.
|
| | | | |
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
analysis complexity.
There's no obvious reason for these methods to be public.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
than separate insert and update statements
|
| | | |
| | | |
| | | |
| | | | |
existing session rather than d_world_kb
|
| | | |
| | | |
| | | |
| | | |
| | | | |
Use "create table if not exists" instead.
Client stats data is transitory data that it is not worth migrating.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
update if the user teleported to another region on that simulator.
This was because update was looking for an existing stats record unique in session id, agent id and region id.
But if the user teleports to another region then region id changes.
WebStatsModule promptly doesn't find the existing record and tries to insert a new one, but only session id is the primary key and that's still the same, which makes things go bang.
This makes the update search only on the unique session id.
This is only an issue with simulators that have multiple regions where the webstats module is enabled.
|
|\ \ \ \
| | |_|/
| |/| |
| | | | |
careminster
|
| |\ \ \
| | | |/
| | |/| |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
bad for sitted avatars not checking for the null physicsactor
|
| |\ \ \
| | |/ / |
|
| | | |
| | | |
| | | |
| | | | |
(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
|
| |/ /
| | |
| | |
| | | |
an asset is damaged so it should not spew red ink.
|
| | |
| | |
| | |
| | | |
give a terminal velocity +- 60m/s
|
| | | |
|
| | |
| | |
| | |
| | | |
should be checked. PROBLEM: it will not detect nonphysical phantons :(
|
| | | |
|
| | |
| | |
| | |
| | | |
bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
|
| | |
| | |
| | |
| | | |
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
|
| | |
| | |
| | |
| | | |
maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
|
| | |
| | |
| | |
| | | |
RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
|
|\ \ \
| | |/
| |/| |
|
| | | |
|