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path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
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* * Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey2008-02-131-0/+2
| | | | | | * This may or may not help with the memory leak, need to assess
* * Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey2008-02-131-1/+0
| | | | | | | | * Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others * I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you. * Add/correct comments
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-11/+11
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-3/+12
| | | | | | | | | | | ** 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.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+5
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-4/+4
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-44/+70
| | | | | * Backup your database just in case.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-101-0/+2
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* * Refactored permissions handling to extract info out of permisisons block ↵lbsa712008-02-101-148/+135
| | | | | | | | in ClientView * Changed some uint constants to Enum values
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-4/+4
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* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-091-0/+23
| | | | | | * 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
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-081-1/+4
| | | | light verbosity to this end
* Minor ScenePresence related refactoringJustin Clarke Casey2008-02-081-3/+19
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* * Adding console spam to help track 'The Steve Bug'.Adam Frisby2008-02-081-4/+14
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* * Fix: Send Parcel data on region crossing.Teravus Ovares2008-02-081-0/+1
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* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-071-1/+22
| | | | | | | | | * ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-071-0/+1
| | | | Remove the flag if you delete all of the scripts in the object.
* * Added debug message to try track down Mantis#305.Adam Frisby2008-02-061-0/+1
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* Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames2008-02-061-2/+0
| | | | | Fixes locking issues with Animations in ScenePresence (bug #324)
* * Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares2008-02-061-0/+48
| | | | debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-0/+2
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-051-49/+37
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* Small refactoring on Terrain Update sending, so that other code can force ↵MW2008-02-051-15/+20
| | | | terrain updates to be sent to clients.
* * Refactored the sound calls to SceneObjectPart Teravus Ovares2008-02-051-0/+2
| | | | | | * Fixed a few bugs * Wrote an example module to make certain event systems more mature.
* * Whole buncha stuff.Adam Frisby2008-02-041-3/+7
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* Implements LSL function llDialog().alondria2008-02-021-0/+8
| | | | | The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
* * Added a way to temporarily disable physics using the estate toolsTeravus Ovares2008-02-021-2/+22
| | | | | | * Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-8/+0
| | | | instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
* * Added ReadEtcIssue to Util Teravus Ovares2008-01-231-6/+4
| | | | | | * If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim. * If someone running Debian will confirm this does occur, that would be most helpful.
* * One more try at specifically identifying Debian from the code. Teravus Ovares2008-01-231-0/+8
| | | | | * There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-0/+2
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-221-2/+2
| | | | perms weirdness, let's all work together to find the real cause.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-221-3/+16
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* * Renamed a number of TerrainEngine functions to conform naming standards ↵Adam Frisby2008-01-221-5/+6
| | | | better.
* * Shutting down child agents properly in neighbor regions.Teravus Ovares2008-01-211-1/+5
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* * Added hooks for logout to all IUserService and all that implement it.Teravus Ovares2008-01-201-0/+3
| | | | | | | * Added a Logout message with a name on the console * Added a *fixme* message to figure out why the current agent session is null * After updating you may notice that there's a login <user> and also a logout<user>
* * Found and fixed a situation where a neighbor region would come up send a ↵Teravus Ovares2008-01-201-2/+6
| | | | notice and would be tagged as 'too far away' when it was right next door.
* removed additional debugging, added temp mega-debugging to StoreLandObjectTedd Hansen2008-01-191-5/+0
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* More debuggingTedd Hansen2008-01-191-8/+0
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* More debuggingTedd Hansen2008-01-191-0/+4
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* More debugging in hunt for that random startup crashTedd Hansen2008-01-191-0/+4
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* one more try before I leaveTedd Hansen2008-01-191-6/+6
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* "compile before commit, AND check compile result" - forgot a ;Tedd Hansen2008-01-191-1/+1
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* Still hunting, added debug outputTedd Hansen2008-01-191-3/+10
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* Added block for scenario: global exception handler called in loop when ↵Tedd Hansen2008-01-181-4/+0
| | | | | | | exception happens inside global exception handler Added InnerException to output
* Why don't you try compiling before you commit?Tedd Hansen2008-01-181-2/+2
| | | | | No, I don't need to. I'm good, my code never fails!
* Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen2008-01-181-8/+8
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* Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen2008-01-181-8/+12
| | | | can get rid of that annoying startup crash...
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-171-0/+7
| | | | | | | * An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-161-1/+1
| | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds