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* 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.
* More compiler warning cleanup.Jeff Ames2008-02-291-5/+3
| | | | | Removed verbose flag, since it doesn't do anything any more.
* Cleaned up a couple compiler warnings.Jeff Ames2008-02-291-41/+27
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* * ODEPlugin Teravus Ovares2008-02-292-15/+20
| | | | | ** 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.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-284-2/+70
| | | | 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 Ovares2008-02-282-1/+10
| | | | updates (fixed)
* disabled AssetDownloadModule and re-enabled the asset download code in the ↵MW2008-02-271-7/+7
| | | | 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.
* After seeing sdague do his happy dance over trunk working "the best he has ↵MW2008-02-271-2/+268
| | | | | | | | 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.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-272-13/+73
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* Update svn properties.Jeff Ames2008-02-272-132/+132
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* 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
* * Committing file loaders - forgot yesterday.Adam Frisby2008-02-273-2/+135
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* make trunk compile again. I think Adam forgot to check in some filesSean Dague2008-02-261-2/+2
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* * Implemented - Terragen File Format Loader for new Terrain Module.Adam Frisby2008-02-263-2/+37
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* Update svn properties.Jeff Ames2008-02-266-679/+679
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* * Hooked up replacment TerrainModule, raising land will now be weird as both ↵Adam Frisby2008-02-261-5/+87
| | | | modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day.
* * Reimplementing Terrain as Region ModulesAdam Frisby2008-02-263-0/+81
| | | | | | | | | * 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.
* * Another slight tweak to the Voice Chat engine - crash caused by switching ↵Adam Frisby2008-02-261-5/+2
| | | | to shared module fixed.
* * Small voice chat fixAdam Frisby2008-02-261-6/+9
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* * Updated Voice Chat Server, added support for voice to cross region ↵Adam Frisby2008-02-261-6/+7
| | | | boundaries providing they are all located on the same simulator.
* * Fixed a null assignment in voice server.Adam Frisby2008-02-261-1/+1
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* * Converted VoiceChatServer into a shared region module - now only one ↵Adam Frisby2008-02-261-8/+22
| | | | instance is required for the entire simulator, rather than one per region.
* * Added support for RealXtend Voice Chat as a Region Module to OpenSim ↵Adam Frisby2008-02-264-0/+593
| | | | Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini
* * Start sending "ImageNotFound" packet back to the client if we can't find ↵Justin Clarke Casey2008-02-255-31/+195
| | | | | | | | | | | | 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
* * Resolve Mantis 667 by not passing on textures with no actual data onto ↵Justin Clarke Casey2008-02-251-1/+4
| | | | TextureSender
* * Caught HttpListenerException and swallowed if with outputlbsa712008-02-253-16/+15
| | | | | | | | * 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.
* * Downgrade texture exception to a warning.Justin Clarke Casey2008-02-221-4/+5
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* * 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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* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-214-2/+13
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* Remove a couple compiler warnings.Jeff Ames2008-02-212-5/+5
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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 Casey2008-02-204-15/+16
| | | | | | | | | 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
* * Found the land bug, yayTeravus Ovares2008-02-201-1/+1
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* Minor cleanup.Jeff Ames2008-02-2046-66/+52
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-203-7/+26
| | | | | | | * 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 big bug in AgentAssetTransactions, now don't seem to be getting any ↵MW2008-02-201-4/+4
| | | | AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
* some changes to the initialising of AgentAssetTransactionModule to see if ↵MW2008-02-201-9/+23
| | | | they help with the xfer/grey avatar problems.
* small changeMW2008-02-201-0/+11
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* * Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares2008-02-201-3/+220
| | | | Groups Module, made it shared to save on threads.
* * 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 Ovares2008-02-204-9/+77
| | | | | | * 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.