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2008-01-19checking return code may make failed teleports fail more gracefully.Brian McBee1-17/+19
2008-01-19More debugging in hunt for that random startup crashTedd Hansen1-0/+4
2008-01-19one more try before I leaveTedd Hansen1-6/+6
2008-01-19"compile before commit, AND check compile result" - forgot a ;Tedd Hansen1-1/+1
2008-01-19Still hunting, added debug outputTedd Hansen1-3/+10
2008-01-18Added block for scenario: global exception handler called in loop when ↵Tedd Hansen1-4/+0
exception happens inside global exception handler Added InnerException to output
2008-01-18Why don't you try compiling before you commit?Tedd Hansen1-2/+2
No, I don't need to. I'm good, my code never fails!
2008-01-18Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen1-8/+8
2008-01-18Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen1-8/+12
can get rid of that annoying startup crash...
2008-01-18On reflection, HasGroupChanged is more appropriateJustin Clarke Casey3-15/+15
2008-01-18Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey3-13/+17
2008-01-18* Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa711-6/+1
hence always retuning false on GenericObjectPermission.
2008-01-18* ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares1-1/+1
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
2008-01-17* Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2-0/+25
before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17* added ForEachPart helperlbsa711-2/+16
* added SetOwnerId that... sets.. OwnerId... on all parts.
2008-01-17* Added and implemented the LSL changed event.Teravus Ovares4-6/+74
* 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
2008-01-16* Fixed standing up so that you're at the new position of the prim if you ↵Teravus Ovares1-3/+6
move the prim and then stand up! * Enter llSetPos elevators and conveyors n' stuff.!
2008-01-16* Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey4-97/+133
region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
2008-01-16* Fixed a packet counting issue that I introducedTeravus Ovares2-23/+29
* 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
2008-01-16* Store task inventory when an object is taken into agent inventoryJustin Clarke Casey6-59/+95
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
2008-01-16First part of changing prim's permission flags to use the correct enum ↵MW1-40/+10
(libsl PermissionMask)
2008-01-16* Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares1-23/+27
network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
2008-01-16* Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares3-10/+90
accurate. * We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
2008-01-16* Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares1-0/+8
SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
2008-01-16* Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares3-25/+110
over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-15* Added some comments to the linkset positioning codeTeravus Ovares1-4/+20
2008-01-15* Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares1-0/+6
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares4-39/+33
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
2008-01-15* Mother of all commits:Adam Frisby8-21/+21
* Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-14* First pass at collidable linksetsTeravus Ovares3-40/+151
* There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
2008-01-14Remove unused SOG constructorJustin Clarke Casey1-8/+0
2008-01-13* Fixed an overflow in the land managerTeravus Ovares1-2/+2
* Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
2008-01-12*removed a goofy debug line left inTeravus Ovares1-4/+1
2008-01-12* Added some of the finer control points to POS such asTeravus Ovares1-0/+5
** jumping ** crouching ** landing on prim
2008-01-12* Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares2-3/+4
Linden insisted that Havok was running at 45fps internally. * Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
2008-01-12* For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap ↵Adam Frisby1-0/+9
method.
2008-01-11Fix some warnings under mono.Jeff Ames1-1/+1
2008-01-11* Do database implementation for prim inventory items in mysqlJustin Clarke Casey1-0/+7
* Properly clean up items when a region object is deleted * Update persisted prim when an inventory script is changed * No user functionality yet
2008-01-11Switch prim items type representation to use int rather than strings.Justin Clarke Casey2-14/+9
2008-01-10Fix r2959 - last letter was being sliced off region prim renamesJustin Clarke Casey1-2/+2
2008-01-09Prim inventory script saving phase 2.Justin Clarke Casey6-57/+241
* It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
2008-01-08make Stopped a property of the SceneObjectPart instead of in theSean Dague1-0/+13
database code, so this is a shared concept.
2008-01-07Minor prim inventory method refactoringJustin Clarke Casey2-36/+21
2008-01-07Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey3-6/+36
is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
2008-01-07Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2-7/+2
2008-01-07Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey3-47/+65
2008-01-07Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2-26/+27
not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey7-23/+104
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-06Factor out inventory code in SceneObjectGroup into seperate class. Justin Clarke Casey2-96/+137
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
2008-01-06Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2-205/+245