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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-032-8/+39
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * Removed a bunch of compiler warnings.Adam Frisby2008-03-031-1/+1
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* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-032-3/+12
| | | | | | | | | | * Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
* Change handler001 through handler009 to moreCharles Krinke2008-03-027-87/+87
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* Update names of handler010 through handler019Charles Krinke2008-03-021-36/+36
| | | | | | to more appropriate names consistent with use.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-023-4/+18
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* Rename handler020 through handler029 with moreCharles Krinke2008-03-021-28/+28
| | | | | appropriate names consistent with their use.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-282-1/+15
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-281-1/+1
| | | | updates (fixed)
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-271-1/+6
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* UserService.ClearAgent call is no longer made when a childagent connection ↵MW2008-02-271-6/+5
| | | | | | | is being closed. DisableSimulatorPacket now skips the packet throttles
* * Caught HttpListenerException and swallowed if with outputlbsa712008-02-251-2/+2
| | | | | | | | * Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-232-6/+22
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* * Converted the last of the events to the private delegate instance method ↵Teravus Ovares2008-02-221-18/+32
| | | | to avoid race conditions.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-225-9/+21
| | | | instances to prevent event race conditions
* * Moved the EventManager over to delegate instances to prevent race conditions.Teravus Ovares2008-02-221-49/+104
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* * Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey2008-02-201-5/+16
| | | | an asset back from the cache
* * Eliminate AssetCache.CopyAsset()Justin Clarke Casey2008-02-201-32/+26
| | | | | | | * Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-201-1/+1
| | | | | | | | | data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
* Minor cleanup.Jeff Ames2008-02-2012-23/+15
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-202-2/+7
| | | | | | | * This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
* * re-enabled AssetNotFound codelbsa712008-02-201-77/+80
| | | | | | * turned script asset fetching asynchronous
* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-203-5/+3
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-203-9/+66
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-204-1/+55
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares2008-02-181-3/+9
| | | | was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
* * Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares2008-02-181-1/+8
| | | | fix to the b*stard Sakai issue.
* Thank you very much Ahzzmandius for adding the supportCharles Krinke2008-02-182-0/+47
| | | | | | to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+1
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-4/+16
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-164-53/+62
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW2008-02-163-8/+48
| | | | so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
* * ODE Stability update 4 :D Teravus Ovares2008-02-153-23/+40
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* Resolve mantis #572 - terrain help printed multiple times when change-region ↵Justin Clarke Casey2008-02-151-0/+6
| | | | has not been invoked
* Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not ↵MW2008-02-151-0/+1
| | | | being persisted.
* * Removed some catch-all-ignores from UDPServer in an attempt to look for #305.Adam Frisby2008-02-141-0/+2
| | | | | * Minor work towards abstracting terrain.
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-144-28/+23
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax!lbsa712008-02-141-4/+33
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* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-0/+7
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* * Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey2008-02-131-5/+16
| | | | | | * Many thanks to alex_carnell for the necessary information for this
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-132-3/+17
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* Clean up more unnecessary String.Format callsJeff Ames2008-02-132-14/+9
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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 Casey2008-02-132-44/+6
| | | | | | | | * 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
* Refactor: factor a method out of AgentAssetTransactionsManagerJustin Clarke Casey2008-02-121-8/+27
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* * Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and ↵Justin Clarke Casey2008-02-121-1/+1
| | | | | | | | | align classes with file names * Small amount of ndoc * This will probably require a prebuild and nant clean
* * This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2008-02-122-1/+21
| | | | of the permission masks or Locked status using the available checkboxes.
* * 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.