| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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disabling terrain patch sending by view distance for legacy sized regions.
The problem seems to be that people expect adjacent legacy sized regions
to just display like they always have. Limiting displayed terrain is
complicated by the camera position not being updated in child regions.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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always closed even if an exception is thrown.
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compile.
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on file size rather than assuming 256x256, same as for RAW32.
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This may have been the trigger CheckSendingPatchesToClients() dictionary out of sync exceptions in today's load test.
Don't need to check ContainsKey() since Remove() returns false on a request to remove a key that it doesn't have
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This, by default, enables terrain patches being sent to each avatar
from the avatar away (rather than the old outside-in pattern), only
sending terrain patches within the avatars view distance (making
view loading quicker), and sending multiple terrain patches per
protocol packet (making terrain loading and editing quicker).
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
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Still has problems with child avatars.
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[Terrain]SendTerrainUpdatesByViewDistance=true.
This tracks which patches have been sent to each client and outputs the
patches as the avatar moves.
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5d01a1f
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rather than in the log.
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region co-ordinate.
For debug purposes.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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patches.
This should eliminate much memory thrashing and CPU usage while sending initial
terrain.
The old way of passing terrain was to convert it to an array of floats. This is
really bad for large terrain (think 4096x4096 floats). This change passes a dummy
float array since the real region info is used anyway and the floats are ignored.
(The ignoring the terrain floats is a kludge so as to not change IClientAPI.)
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than everytime terrain is changed.
The TerrainModule now hooks the frame event and, if terrain has changed,
sends terrain updates to the clients. This polling pattern replaces
the previous push on change pattern and will make it easier to do per
client throttling and per scene presence terrain update ordering.
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the size of the input stream. This is required since the raw heightmap
format (.r32) does not contain any size information.
The estimation relies on terrain being square.
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Modify archiver to use terrain merging when loading oars.
This makes displacement AND rotation properly work on terrain when loading oars.
Especially useful when loading legacy region oars into large varregions.
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rounding characteristics.
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implementation
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rounding
introduced with new terrain height class.
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Also remove PI heightmap test as new heightmaps only have two significant digits.
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Adds displacment to all objects and terrain loaded from the oar.
As an example, if you have a 512x512 region and an old 256x256 oar, doing
load oar --displacement "<128,128,0>" oarFile.oar
will load the object (and terrain) into the middle of the 512x512 region.
If displacement is not specified, 'load oar' works like it always has.
If you have a 5
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with a passed region size. This time in the map code and grid services code.
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
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rather than using Constants.RegionSize. This allows loading and saving
of terrain heightmaps that match the size of non-legacy sized regions.
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