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* 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.
* Doc correctionJustin Clarke Casey2008-02-191-1/+1
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* * Add documentationJustin Clarke Casey2008-02-193-16/+112
| | | | | | | | * 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.
* From: Michael Osias <mosias@us.ibm.com>Sean Dague2008-02-196-147/+458
| | | | | | | | This patch implements the llSendRemoteData command and fixes mantis 552, and possibly 586.
* Playing "Name that thread". Adding names and isbackground=true to all ↵Tedd Hansen2008-02-192-3/+19
| | | | threads so it will be easier to debug.
* * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares2008-02-181-3/+9
| | | | was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
* * Fixed a land manager exception or two with Math.Max(255,Math.Min(0,val))Teravus Ovares2008-02-182-9/+65
| | | | | * Trapped a few more into little self contained boxes with padlocks on them.
* a new attempt at converting to the right typesSean Dague2008-02-181-1/+1
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* Attempt to fix casting issue introduced by RegionSize constant. I think thisSean Dague2008-02-181-1/+1
| | | | | | should actually all be uints, but this will hopefully let people log in again.
* Patch from Michael Osias IBM (jimbo2120)Justin Clarke Casey2008-02-184-0/+43
| | | | | | | | 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.
* Small change to the IAgentAssetTransactions file that Chi11ken added for me ↵MW2008-02-181-2/+2
| | | | | | | (thanks Chi11ken). when I forgot to commit it on saturday. [The ComsmsManager will die]
* * Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares2008-02-181-1/+8
| | | | fix to the b*stard Sakai issue.
* Thank you very much Ahzzmandius for adding the supportCharles Krinke2008-02-182-0/+47
| | | | | | to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
* Thank you very much, Hashbox for:Charles Krinke2008-02-181-1/+6
| | | | | | | | | | 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
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+1
| | | | 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!
* Thank you Hashbox for adding the Charles Krinke2008-02-171-2/+2
| | | | | osConsoleCommand Feature to ll-functions.
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-4/+16
| | | | | | | | 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.
* Added copyright notices.Jeff Ames2008-02-173-5/+87
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* Added dummy IAgentAssetTransactions to fix compile failure.Jeff Ames2008-02-171-0/+45
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* Renamed AgentAgentTransactionModule to the correct name of ↵MW2008-02-161-1/+1
| | | | AgentAssetTransactionModule
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-166-53/+688
| | | | | | | 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!
* Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW2008-02-163-8/+48
| | | | so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
* * ODE Stability update 4 :D Teravus Ovares2008-02-153-23/+40
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* Resolve mantis #572 - terrain help printed multiple times when change-region ↵Justin Clarke Casey2008-02-151-0/+6
| | | | has not been invoked
* be smarter about the size of dynamic textures that we pull inSean Dague2008-02-151-1/+29
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* allow for 1024x1024 textures through osSetDynamicTextureURL. Follow up patchSean Dague2008-02-151-2/+2
| | | | | | to do smarter resize coming this afternoon.
* Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not ↵MW2008-02-152-27/+29
| | | | being persisted.
* Update svn properties.Jeff Ames2008-02-153-387/+387
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* make dynamic textures temporary to try to stop filling up theSean Dague2008-02-141-1/+1
| | | | | | asset db.
* More work on trying to get AvatarFactoryModule to play nicely with multiple ↵MW2008-02-141-63/+80
| | | | threads
* * Fixed accessibility problem on ITerrainChannelAdam Frisby2008-02-141-1/+1
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* Added "better" multi thread handling to AvatarFactoryModule, which uses ↵MW2008-02-141-23/+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.
* * Removed some catch-all-ignores from UDPServer in an attempt to look for #305.Adam Frisby2008-02-142-1/+4
| | | | | * Minor work towards abstracting terrain.
* * Tree Populator Module, use "script tree" to make a growing tree in your sim.Adam Frisby2008-02-141-0/+246
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* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-149-34/+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.
* * Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax!lbsa712008-02-141-4/+33
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* Revert the index -> Add changes made in AvatarFactoryModule previously. It ↵Justin Clarke Casey2008-02-141-2/+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.
* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-0/+7
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* * Patch from Dr Schofld's (IBM). In his own wordsJustin Clarke Casey2008-02-131-1/+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
* Added some locks on the cache Dictionary in AvatarFactoryModule.MW2008-02-131-10/+25
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* * Fix for mantis 522. However, I would be a little surprised if this code ↵Justin Clarke Casey2008-02-131-3/+3
| | | | did much anyway, so perhaps it's not currently in use.
* * Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey2008-02-131-5/+16
| | | | | | * Many thanks to alex_carnell for the necessary information for this
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-132-3/+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.
* Clean up more unnecessary String.Format callsJeff Ames2008-02-132-14/+9
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