| Commit message (Collapse) | Author | Files | Lines |
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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to more appropriate names consistent with use.
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ClientView triggers OnClose event before flushing packetqueue.
Thank sAhzzmandius!
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appropriate names consistent with their use.
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appropriate names consisten with their use.
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appropriate names consistent with their user.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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to more meaningful names starting from the end and
working backwards.
handler094 -> handlerRequestAsset
handler093 -> handlerPacketStats
handler092 -> handlerGodKickUser
handler091 -> handlerUpdatePrimGroupRotation
handler090 -> handlerUpdatePrimRotation
Others to come shortly.
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asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
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ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
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is being closed.
DisableSimulatorPacket now skips the packet throttles
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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to avoid race conditions.
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* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
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clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
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recommended format.
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sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread)
* This update might make things better, it might expose another issue.
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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Groups Module, made it shared to save on threads.
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* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
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threads so it will be easier to debug.
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Patch provided by Openlifegrid.com
Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet.
Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
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lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
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to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
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fix to the b*stard Sakai issue.
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resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.
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to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
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so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
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* Minor work towards abstracting terrain.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
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in ClientView
* Changed some uint constants to Enum values
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* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
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