| Commit message (Collapse) | Author | Files | Lines |
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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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was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
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* Trapped a few more into little self contained boxes with padlocks on them.
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should actually all be uints, but this will hopefully let people log in again.
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In his own words:
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.
This patch fixes that.
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(thanks Chi11ken). when I forgot to commit it on saturday.
[The ComsmsManager will die]
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fix to the b*stard Sakai issue.
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to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
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Changed the public IsAdministrator back to protected,
now checks Config to see whether it is allowed to run or not.
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
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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!
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osConsoleCommand Feature to ll-functions.
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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.
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AgentAssetTransactionModule
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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!
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so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
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* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
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has not been invoked
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to do smarter resize coming this afternoon.
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being persisted.
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asset db.
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threads
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