Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-04-19 | 1 | -3/+2 |
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| * | All scripts are now created suspended and are only unsuspended when the object | Melanie | 2010-04-19 | 1 | -0/+1 |
| | | | | | | | | | | | | is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable. | ||||
| * | refactor: crudely move DetachSingleAttachmentToGround() over to the ↵ | Justin Clark-Casey (justincc) | 2010-04-16 | 1 | -3/+1 |
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* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-30 | 1 | -107/+79 |
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| * | Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, ↵ | Dan Lake | 2010-03-19 | 1 | -1/+1 |
| | | | | | | | | Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files. | ||||
| * | Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵ | Dan Lake | 2010-03-19 | 1 | -107/+79 |
| | | | | | | | | GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>). | ||||
* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-18 | 1 | -63/+130 |
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| * | Inconsistent locking of ScenePresence array in SceneGraph. Fixed by ↵ | Dan Lake | 2010-03-17 | 1 | -63/+130 |
| | | | | | | | | | | | | eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class. This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences. | ||||
* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-15 | 1 | -88/+0 |
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| * | refactor: move RezSingleAttachmentFromInventory() from SceneGraph to ↵ | Justin Clark-Casey (justincc) | 2010-03-12 | 1 | -53/+0 |
| | | | | | | | | AttachmentsModule | ||||
| * | refactor: move client invoked AttachObject from SceneGraph to AttachmentsModule | Justin Clark-Casey (justincc) | 2010-03-12 | 1 | -35/+0 |
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* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-06 | 1 | -128/+5 |
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| * | refactor: Move DetachSingleAttachmentToInv to region module | Justin Clark-Casey (justincc) | 2010-03-06 | 1 | -34/+1 |
| | | | | | | | | need to rationalize method names later | ||||
| * | refactor: begin to move attachments code into a region module | Justin Clark-Casey (justincc) | 2010-03-05 | 1 | -82/+4 |
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* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-04 | 1 | -10/+36 |
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| * | Fix bug where approximately half the time, attachments would rez only their ↵ | Justin Clark-Casey (justincc) | 2010-03-03 | 1 | -10/+33 |
| | | | | | | | | | | | | | | | | root prim until right clicked (or otherwise updated). The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client. Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates. The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do. | ||||
| * | Actually make EventManager.OnAttach() fire when an object is attached. ↵ | Justin Clark-Casey (justincc) | 2010-03-03 | 1 | -0/+3 |
| | | | | | | | | Previously, only detach was firing! | ||||
* | | Merge branch 'master' into careminster-presence-refactor | Melanie | 2010-03-03 | 1 | -17/+26 |
|\ \ | |/ | | | | | This brings careminster on the level of master. To be tested | ||||
| * | Merge branch 'master' into presence-refactor | Melanie | 2010-02-22 | 1 | -1/+1 |
| |\ | | | | | | | | | | This brings presence-refactor up to master again | ||||
| | * | Formatting cleanup. | Jeff Ames | 2010-02-15 | 1 | -1/+1 |
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| * | | Merge branch 'master' into presence-refactor | Melanie | 2010-02-15 | 1 | -0/+9 |
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| | * | Revolution is on the roll again! :) | Revolution | 2010-02-14 | 1 | -0/+9 |
| | | | | | | | | | | | | | | | | | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com> | ||||
| * | | Merge branch 'master' into presence-refactor | Melanie | 2010-02-08 | 1 | -16/+40 |
| |\ \ | | |/ | | | | | | | | | | This was a large, heavily conflicted merge and things MAY have got broken. Please check! | ||||
| | * | Revert "change position of OnAttach event firing so that this also happens ↵ | Melanie | 2010-02-04 | 1 | -1/+2 |
| | | | | | | | | | | | | | | | | | | | | | | | | when a user teleports into a region" The behavior introduced here is not compatible with SL This reverts commit b6bee4999c9d238a052022f105069ea4eb85f8f4. | ||||
| | * | change position of OnAttach event firing so that this also happens when a ↵ | Justin Clark-Casey (justincc) | 2010-02-03 | 1 | -2/+1 |
| | | | | | | | | | | | | user teleports into a region | ||||
| * | | * HGScene is no more. | Diva Canto | 2010-01-30 | 1 | -17/+23 |
| | | | | | | | | | | | | * Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2010-02-02 | 1 | -25/+55 |
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| * | | Actually make EventManager.OnAttach() fire when an object is attached. ↵ | Justin Clark-Casey (justincc) | 2010-02-01 | 1 | -0/+3 |
| | | | | | | | | | | | | Previously, only detach was firing! | ||||
| * | | Don't try to start attachment scripts or send updates if the attachment ↵ | Justin Clark-Casey (justincc) | 2010-02-01 | 1 | -25/+52 |
| |/ | | | | | | | itself has been unsuccessful | ||||
| * | Experimental: Remove explicit property sends | Melanie | 2009-12-06 | 1 | -11/+11 |
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| * | Skip single prims in unlink selections | Melanie | 2009-12-06 | 1 | -8/+11 |
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| * | Change locking to not mix explicit Monitor.* calls with lock() | Melanie | 2009-12-06 | 1 | -2/+12 |
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| * | Lock updates out while linking and unlinking | Melanie | 2009-12-06 | 1 | -121/+134 |
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| * | Eliminate multiple updates on link/unlink | Melanie | 2009-12-06 | 1 | -0/+2 |
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* | | Make sure that we're not bounds checking attachments. 'Cos otherwise your ↵ | CasperW | 2009-12-26 | 1 | -2/+2 |
| | | | | | | | | hair will end up on your bum. Seen that before? | ||||
* | | Recover out-of-region objects during db load. | Kitto Flora | 2009-12-24 | 1 | -0/+24 |
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* | | Should not commit without compiling | root | 2009-12-22 | 1 | -1/+1 |
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* | | Jumped the gun... | root | 2009-12-22 | 1 | -1/+1 |
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* | | Allow 100ms for scripts to run attach(NULL_KEY) on detach | root | 2009-12-22 | 1 | -0/+12 |
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* | | Experimental: Remove explicit property sends | Melanie | 2009-12-06 | 1 | -11/+11 |
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* | | Skip single prims in unlink selections | Melanie | 2009-12-06 | 1 | -8/+11 |
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* | | Change locking to not mix explicit Monitor.* calls with lock() | Melanie | 2009-12-06 | 1 | -2/+12 |
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* | | Lock updates out while linking and unlinking | Melanie | 2009-12-06 | 1 | -121/+134 |
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* | | Eliminate multiple updates on link/unlink | Melanie | 2009-12-06 | 1 | -0/+2 |
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* | | undo previous changes | dahlia | 2009-11-13 | 1 | -1/+1 |
| | | | | | | | | | | add a GetGroupByPrim() method to Scene.cs delete a redundant method | ||||
* | | expose SceneGraph.GetGroupByPrim(UUID) | dahlia | 2009-11-13 | 1 | -1/+1 |
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* | Small performance tweaks to code called by the heartbeat loop | John Hurliman | 2009-10-28 | 1 | -5/+9 |
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* | Experimental change to use an immutable array for iterating ScenePresences, ↵ | John Hurliman | 2009-10-23 | 1 | -76/+84 |
| | | | | avoiding locking and copying the list each time it is accessed | ||||
* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 1 | -22/+10 |
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| * | * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵ | John Hurliman | 2009-10-19 | 1 | -3/+9 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements |