| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* 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)
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
| |
** jumping
** crouching
** landing on prim
|
|
|
|
|
|
|
| |
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)
|
|
|
|
| |
method.
|
| |
|
|
|
|
|
|
|
|
| |
* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
| |
database code, so this is a shared concept.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
not used by active code (as far as I can see), so a source of confusion. All
current code uses the Entities dictionary
|
|
|
|
|
|
|
|
| |
prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
|
|
|
|
|
|
| |
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
Scripts now show up in prim inventories after region restart.
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
|
|
|
|
|
|
|
|
|
| |
persistent store, but this doesn't yet show up for the client. Still no user functionality and not
enabled
in normal code.
|
|
|
|
|
|
|
| |
are most definitely handled.
* My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
|
|
|
|
| |
console and border crossing problems anymore
|
|
|
|
| |
80 meters into the air immediately.
|
|
|
|
|
|
|
| |
card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
|
|
|
|
| |
leaving region.
|
| |
|
|
|
|
| |
code. Let me know by IRC if there are other problems
|
| |
|
|
|
|
|
|
|
|
|
| |
using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
|
|
|
|
|
|
|
|
| |
estate managers.
* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
|
|
|
|
|
|
|
|
| |
simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
|
| |
|
| |
|
|
|
|
|
|
|
| |
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
|
|
|
|
|
|
|
| |
raytracing
* Ignored some bins
|
|
|
|
| |
and description. Thanks Melanie.
|
| |
|
|
|
|
|
|
|
| |
above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
|