| Commit message (Collapse) | Author | Files | Lines |
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Removed verbose flag, since it doesn't do anything any more.
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** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
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root agent is on the instance and if so, which region the avatar's root agent is in.
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updates (fixed)
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asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
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ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
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Scene.AddXmlRPCHandler being shared).
* Fixed a null ref issue in Scene.Close()
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is being closed.
DisableSimulatorPacket now skips the packet throttles
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modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day.
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* New method involves interfaces for
** Terrain Paint Brushes (ie raise brush, lower brush, etc)
** Terrain Flood Brushes (ie raise area, lower area, etc)
** Terrain Effects (ie erosion, etc) [= W.I.P, not committed]
* Provided sample implementation for Raise Paint and Raise Area brushes.
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to shared module fixed.
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boundaries providing they are all located on the same simulator.
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instance is required for the entire simulator, rather than one per region.
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Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini
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an image
* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
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TextureSender
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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* 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.
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to avoid race conditions.
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instances to prevent event race conditions
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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an asset back from the cache
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* 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).
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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
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* 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
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* turned script asset fetching asynchronous
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AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
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they help with the xfer/grey avatar problems.
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Groups Module, made it shared to save on threads.
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scene)
* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
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* 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.
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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.
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* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender
* Rectifying this is not straightfoward, but this will constitute the next patch.
* This does not explain the memory leak.
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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threads so it will be easier to debug.
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