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2008-02-14make dynamic textures temporary to try to stop filling up theSean Dague1-1/+1
asset db.
2008-02-14More work on trying to get AvatarFactoryModule to play nicely with multiple ↵MW1-63/+80
threads
2008-02-14* Fixed accessibility problem on ITerrainChannelAdam Frisby1-1/+1
2008-02-14Added "better" multi thread handling to AvatarFactoryModule, which uses ↵MW1-23/+120
EventWaitHandles, I'm a bit concerned about what effect this might have on performance in a large grid. But I've spent long enough on this problem for one day and as its valentines day, I will be killed and tortured (most likely not in that order) if I don't stop work for the day soon.
2008-02-14* Removed some catch-all-ignores from UDPServer in an attempt to look for #305.Adam Frisby2-1/+4
* Minor work towards abstracting terrain.
2008-02-14* Tree Populator Module, use "script tree" to make a growing tree in your sim.Adam Frisby1-0/+246
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby9-34/+170
* 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.
2008-02-14* Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax!lbsa711-4/+33
2008-02-14Revert the index -> Add changes made in AvatarFactoryModule previously. It ↵Justin Clarke Casey1-2/+2
appears that in conjunction with MW's locking changes, that two threads may race to create the avatar appearance in the TryGetAvatarAppearance() method. Moving off Add will mean the second replaces the first instead of throwing the exception. This may still not be a good permanent solution - more extensively locking or a code rearrangement could be better. I'm going to leave this in MW's much more familiar hands now.
2008-02-14* Bigisn ODE Stability update 2Teravus Ovares1-0/+7
2008-02-13* Patch from Dr Schofld's (IBM). In his own wordsJustin Clarke Casey1-1/+3
all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client. the attached patch fixes all LoadFromFileX(.) methods. Thanks! * Also small build fix for AvatarFactoryModule
2008-02-13Added some locks on the cache Dictionary in AvatarFactoryModule.MW1-10/+25
2008-02-13* Fix for mantis 522. However, I would be a little surprised if this code ↵Justin Clarke Casey1-3/+3
did much anyway, so perhaps it's not currently in use.
2008-02-13* Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey1-5/+16
* Many thanks to alex_carnell for the necessary information for this
2008-02-13* Removed a debug line that got called every frame.Teravus Ovares1-1/+1
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2-3/+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.
2008-02-13Clean up more unnecessary String.Format callsJeff Ames2-14/+9
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