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* 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
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* * 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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* * Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey2008-02-131-0/+2
| | | | | | * This may or may not help with the memory leak, need to assess
* * Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey2008-02-132-44/+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
* Refactor: factor a method out of AgentAssetTransactionsManagerJustin Clarke Casey2008-02-121-8/+27
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* * Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and ↵Justin Clarke Casey2008-02-121-1/+1
| | | | | | | | | align classes with file names * Small amount of ndoc * This will probably require a prebuild and nant clean
* * This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2008-02-122-1/+21
| | | | of the permission masks or Locked status using the available checkboxes.
* * various minuscule code convention conformance fixeslbsa712008-02-122-1/+3
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* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-124-13/+40
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-126-22/+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.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-3/+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.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+5
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* Tiny change to print out a warning in a situation which almost guaranteeably ↵Justin Clarke Casey2008-02-111-3/+20
| | | | never occurs anyway
* * Renamed and moved avatar appearance config keys. Everyone who has ↵Tedd Hansen2008-02-111-2/+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
* * Added some connection debugginglbsa712008-02-111-1/+1
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* * some refactoring on permissionslbsa712008-02-115-108/+84
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-114-14/+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.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-114-64/+119
| | | | | * Backup your database just in case.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-103-0/+159
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* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-104-66/+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.
* Removed some ScriptEngine config debugging.Tedd Hansen2008-02-102-0/+12
| | | | | | | | Added experimental console command to: * unload module (note: module probably doesn't support it) * load module Not visible in help (needs testing first).
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-102-3/+34
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* * Refactored permissions handling to extract info out of permisisons block ↵lbsa712008-02-101-148/+135
| | | | | | | | in ClientView * Changed some uint constants to Enum values
* * Adding more broken objectflags to the list here. Touch was also broken. ↵Teravus Ovares2008-02-101-0/+13
| | | | It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
* * A lot of ugly permissions updates.Teravus Ovares2008-02-103-51/+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.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-1010-138/+129
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* *Neb try this update. It might fix it.. it might also cause no parcel to ↵Teravus Ovares2008-02-091-5/+11
| | | | be sent.
* * added count of texture data bytes and asset byteslbsa712008-02-091-0/+6
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* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-092-0/+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
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-093-8/+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