| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| |
| |
| | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
to not fire any "put more data in the queues" callbacks
* Minor tweaks to code formatting to make the callback chain for packet queuing easier to follow
|
|\ \
| |/
|/| |
|
| | |
|
| | |
|
| |
| |
| |
| | |
image packet crashes Hippo without a message.
|
| |
| |
| |
| | |
packet queue, rather than a timer
|
| |
| |
| |
| |
| |
| |
| | |
Fixing LLClientView memory leak by disposing of all timers utilized
in LLClientView as they contain references to the callback method.
This required the use of the Terminate and Close infrastructure that
was already in place but was not being utilized.
|
| |
| |
| |
| |
| |
| |
| | |
unnecessary serialization/deserialization of TextureEntry objects and allow TextureEntry to be inspected for missing bakes
* Inspect incoming TextureEntry updates for bakes that do not exist on the simulator and request the missing textures
* Properly handle appearance updates that do not have a TextureEntry set
|
|/ |
|
| |
|
|
|
|
| |
murky. This affects Mono only.
|
|
|
|
|
|
| |
folders were never being removed from trash when they were singled out for purging in trash. They were being removed when Trash was purged as a whole. That behavior is now fixed for the new InventoryService set.
* Removed left-overs from AssetInventoryServer.
|
|
|
|
| |
that didn't work.
|
|
|
|
| |
freezing on searching large inventories.
|
| |
|
|
|
|
| |
operation. Moving a batch of items is a 1-time operation. Made it async anyway, so that the viewer doesn't wait in case the DB layer is dumb (which is the case currently).
|
| |
|
| |
|
|
|
|
| |
gone in.
|
|\ |
|
| | |
|
|\ \
| |/
| |
| | |
inventory-connector
|
| |
| |
| |
| | |
Handler - ref mantis #4010
|
| | |
|
| |
| |
| |
| | |
starting to get on my nerves.
|
|/ |
|
|
|
|
|
|
| |
Store and retrieve user profile url at runtime
Not yet persisted
Thanks Fly-Man
|
|
|
|
| |
WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
|
|
|
|
| |
sizes. * Now, what's available of the terrain will show and it'll be truncated if it's larger on Linden Clients. Parcel minimum is 64 (256/4) for the client to accept it.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
crash in search.
Fixes Mantis #3952
|
|
|
|
| |
exception reported there by WiLLuMPJuH Huisman pertaining to TeleportFailedPacket.
|
| |
|
|
|
|
|
|
| |
libomv-0.7.
|
|
|
|
|
|
|
|
| |
* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
|
|
|
|
| |
constraints. Ooops.
|
|
|
|
|
|
|
|
|
| |
a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
|
|
|
|
|
|
|
|
|
| |
linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
|
|
|
|
| |
event trigger rather than triggering the event once for every localid in the derez packet.
|
|
|
|
|
|
|
|
|
| |
balancer plugin work again. Create a new method, GetClientEP, to retrieve
only the EndPoint for script usage. Marked the purpose of the method
in IClientAPI.cs with a warning. Also restored the corresponding SetClientInfo
functionality.
|
|
|
|
|
|
|
| |
heavy usage and inline DebugPacket, so DebugPacket is run as a method, causing Packet
to be constantly pushed and popped uselessly, if you are not debugging packets. This showed some really big difference in a mock test, let's see how it behaves here.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This change moves texture send processing out of the main
packet processing loop and moves it to a timer based
processing cycle.
Texture packets are sent to the client consistently over
time. The timer is discontinued whenever there are no
textures to transmit.
The behavior of the texture sending mechanism is controlled
by three variables in the LLCLient section of the config
file:
[1] TextureRequestRate (mS) determines how many times per second
texture send processing will occur. The default is 100mS.
[2] TextureSendLimit determines how many different textures
will be considered on each cycle. Textures are selected
by priority. The old mechanism specified a value of 10 for
this parameter and this is the default
[3] TextureDataLimit determines how many packets will be sent for
each of the selected textures. The old mechanism specified a
value of 5, so this is the default.
So the net effect is that TextureSendLimit*TextureDataLimit
packets will be sent every TextureRequestRate mS.
Once we have gotten a reasonable feeling for how these parameters
affect overall processing, it would be nice to autonmically manage
these values using information about the current status of the
region and network.
Note that this also resolves the pathologcal problem that
previously existed which was that a seated avatar generated very
few in-bound packets (theoretically) and would therefore be the
least able to retrieve the images being displayed by a
projector script.
|
| |
|