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2008-02-13* Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey1-0/+2
* This may or may not help with the memory leak, need to assess
2008-02-13* Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey2-44/+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
2008-02-12Refactor: factor a method out of AgentAssetTransactionsManagerJustin Clarke Casey1-8/+27
2008-02-12* Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and ↵Justin Clarke Casey1-1/+1
align classes with file names * Small amount of ndoc * This will probably require a prebuild and nant clean
2008-02-12* This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2-1/+21
of the permission masks or Locked status using the available checkboxes.
2008-02-12* various minuscule code convention conformance fixeslbsa712-1/+3
2008-02-12* Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares4-13/+40
other side now, assuming the region on the other side has physical prim enabled.
2008-02-12* A bunch of updates to make things more smooth.Teravus Ovares6-22/+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.
2008-02-12* This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares1-3/+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.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+5
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11Tiny change to print out a warning in a situation which almost guaranteeably ↵Justin Clarke Casey1-3/+20
never occurs anyway
2008-02-11* Renamed and moved avatar appearance config keys. Everyone who has ↵Tedd Hansen1-2/+2
appearance persistence needs to set new params for it (check OpenSim.ini.example) New keys "appearance_persist" and "appearance_connection_string" are now under [Startup]. * Reorganized OpenSim.ini slightly
2008-02-11* Added some connection debugginglbsa711-1/+1
2008-02-11* some refactoring on permissionslbsa715-108/+84
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-11* Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares4-14/+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.
2008-02-11* um, Prim crossings? Experimental.Teravus Ovares4-64/+119
* Backup your database just in case.
2008-02-10The very beginnings of attachments (no detachments! :)Dalien Talbot3-0/+159
2008-02-10* This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares4-66/+49
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.
2008-02-10Removed some ScriptEngine config debugging.Tedd Hansen2-0/+12
Added experimental console command to: * unload module (note: module probably doesn't support it) * load module Not visible in help (needs testing first).
2008-02-10* Added support for delinking individual prim from a linkset.Teravus Ovares2-3/+34
2008-02-10* Refactored permissions handling to extract info out of permisisons block ↵lbsa711-148/+135
in ClientView * Changed some uint constants to Enum values
2008-02-10* Adding more broken objectflags to the list here. Touch was also broken. ↵Teravus Ovares1-0/+13
It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
2008-02-10* A lot of ugly permissions updates.Teravus Ovares3-51/+182
** 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.
2008-02-10Clean up logging calls using String.Format explicitlyJeff Ames10-138/+129
2008-02-09*Neb try this update. It might fix it.. it might also cause no parcel to ↵Teravus Ovares1-5/+11
be sent.
2008-02-09* added count of texture data bytes and asset byteslbsa711-0/+6
2008-02-09* Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2-0/+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
2008-02-09* In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey3-8/+14
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
2008-02-09Mostly debugging verbosity which I shall very shortly comment out.Justin Clarke Casey3-3/+15
Just want to try this out on windows quickly.
2008-02-08Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2-2/+5
light verbosity to this end
2008-02-08refactor - remove unused m_children from EntityBaseJustin Clarke Casey2-24/+4
2008-02-08Minor refactoringJustin Clarke Casey1-19/+15
2008-02-08Minor ScenePresence related refactoringJustin Clarke Casey2-18/+30
2008-02-08* Adding console spam to help track 'The Steve Bug'.Adam Frisby1-4/+14
2008-02-08From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague1-1/+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.
2008-02-08small bit of refactoring, MW2-4/+11
2008-02-08* Fix: Send Parcel data on region crossing.Teravus Ovares2-0/+3
2008-02-07* Fixed negative child agents in the sim stats.Teravus Ovares1-0/+6
2008-02-07* This update contains a bucket-full of network optimizations.Teravus Ovares4-4/+42
* 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!)
2008-02-07* didn't save :P so, this is the other half to my last commitTeravus Ovares1-1/+20
2008-02-07* Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares3-2/+21
Remove the flag if you delete all of the scripts in the object.
2008-02-06* Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2-8/+37
client logout * This code may or may not be on the right track, but I want to save my work so far.
2008-02-06* Added debug message to try track down Mantis#305.Adam Frisby1-0/+1
2008-02-06Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames3-40/+9
Fixes locking issues with Animations in ScenePresence (bug #324)
2008-02-06* Fixed script count incrementer. Was decrementing but only incrementing ↵Teravus Ovares1-2/+2
when a script was requested by UUID
2008-02-06* Put the script run limiter on the SceneObjectPart as otherwise you can ↵Teravus Ovares1-13/+15
drop scripts in prim and they'll still run with scripts disabled.
2008-02-06* Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares3-3/+75
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.
2008-02-06* Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares6-6/+100
* Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
2008-02-05Converted logging to use log4net.Jeff Ames25-382/+353
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05Small refactoring on Terrain Update sending, so that other code can force ↵MW1-15/+20
terrain updates to be sent to clients.