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* * various minuscule code convention conformance fixeslbsa712008-02-122-1/+3
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* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-124-13/+40
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-126-22/+35
| | | | | | | | | | | ** 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.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-3/+9
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * 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.
* Tiny change to print out a warning in a situation which almost guaranteeably ↵Justin Clarke Casey2008-02-111-3/+20
| | | | never occurs anyway
* * Added some connection debugginglbsa712008-02-111-1/+1
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* * some refactoring on permissionslbsa712008-02-114-55/+33
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-114-14/+17
| | | | | | * 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 Ovares2008-02-114-64/+119
| | | | | * Backup your database just in case.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-103-0/+159
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* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-103-14/+8
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* Removed some ScriptEngine config debugging.Tedd Hansen2008-02-101-0/+5
| | | | | | | | Added experimental console command to: * unload module (note: module probably doesn't support it) * load module Not visible in help (needs testing first).
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-102-3/+34
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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
* * A lot of ugly permissions updates.Teravus Ovares2008-02-102-5/+64
| | | | | | | | | | ** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-107-124/+115
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* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-092-0/+28
| | | | | | * 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
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-091-4/+4
| | | | | | | | | memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-082-2/+5
| | | | light verbosity to this end
* refactor - remove unused m_children from EntityBaseJustin Clarke Casey2008-02-082-24/+4
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* Minor refactoringJustin Clarke Casey2008-02-081-19/+15
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* Minor ScenePresence related refactoringJustin Clarke Casey2008-02-082-18/+30
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* * Adding console spam to help track 'The Steve Bug'.Adam Frisby2008-02-081-4/+14
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* From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague2008-02-081-1/+12
| | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group.
* * Fix: Send Parcel data on region crossing.Teravus Ovares2008-02-082-0/+3
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* * Fixed negative child agents in the sim stats.Teravus Ovares2008-02-071-0/+6
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* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-073-2/+31
| | | | | | | | | * 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!)
* * didn't save :P so, this is the other half to my last commitTeravus Ovares2008-02-071-1/+20
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* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-073-2/+21
| | | | Remove the flag if you delete all of the scripts in the object.
* * Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2008-02-061-1/+6
| | | | | | | | client logout * This code may or may not be on the right track, but I want to save my work so far.
* * 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 Ames2008-02-063-40/+9
| | | | | Fixes locking issues with Animations in ScenePresence (bug #324)
* * Fixed script count incrementer. Was decrementing but only incrementing ↵Teravus Ovares2008-02-061-2/+2
| | | | when a script was requested by UUID
* * Put the script run limiter on the SceneObjectPart as otherwise you can ↵Teravus Ovares2008-02-061-13/+15
| | | | drop scripts in prim and they'll still run with scripts disabled.
* * Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares2008-02-062-3/+55
| | | | 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 Ovares2008-02-066-6/+100
| | | | | | | * 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 Ames2008-02-0514-244/+242
| | | | | | 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 Ovares2008-02-053-0/+92
| | | | | | * Fixed a few bugs * Wrote an example module to make certain event systems more mature.
* First part of avatar persistence, currently only really works in standalone ↵MW2008-02-042-0/+15
| | | | | | | | | mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
* * Whole buncha stuff.Adam Frisby2008-02-043-7/+49
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* * Adding the PhysicsCamperBot load testing app to the SVN in it's own ↵Teravus Ovares2008-02-031-6/+33
| | | | | | | folder. You'll have to build it separately to take advantage of it. *read the Readme file*. The bots created by this application roam around amusingly to simulate load. * Be smart, Don't use this on a public grid, lest you get banned permanently.
* 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.
* * Fixed llSetTextureAnim to respect rate and Length and StartTeravus Ovares2008-02-021-3/+3
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* * Added Full support for llSetTextureAnim. To ckrinke: Let the fountains ↵Teravus Ovares2008-02-021-2/+41
| | | | | | | | of Wright Plaza flow! * Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
* * Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares2008-02-021-2/+10
| | | | break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+6
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-6/+38
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.