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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (unfollow)
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2009-11-05Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman1-5/+1
unknown asset type, and log an error if it ever does happen
2009-11-04Removing EntityBase.RotationJohn Hurliman1-1/+7
2009-11-04minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-5/+5
2009-10-30* Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman1-38/+40
* Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
2009-10-29* Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman1-29/+35
protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
2009-10-29* Commented out two noisy debug lines in the LLUDP serverJohn Hurliman1-139/+124
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29* Implemented foot collision plane for avatarsJohn Hurliman1-215/+44
* Fixed a NullReferenceException regression
2009-10-29Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman1-36/+203
not working
2009-10-29Fixing NullReferenceException regression in the previous commitJohn Hurliman1-1/+1
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-8/+12
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Small performance tweaks to code called by the heartbeat loopJohn Hurliman1-62/+17
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman1-9/+12
default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-1/+1
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman1-1/+5
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-10/+8
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman1-48/+21
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman1-1/+1
the upcoming 0.8.0
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman1-1/+1
the upcoming 0.8.0
2009-10-23Implemented a "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman1-0/+44
equation to give double weight to prims/avatars in front of you
2009-10-23Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman1-8/+13
avoiding locking and copying the list each time it is accessed
2009-10-22* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman1-8/+7
which is right * Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22Forgot to hit save in the last commitJohn Hurliman1-1/+1
2009-10-22* Sending (position - hipoffset) instead of positionJohn Hurliman1-5/+2
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-20* Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman1-93/+33
being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-18* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman1-9/+13
packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
2009-10-17Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman1-2/+110
re-prioritizing updates
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)1-3/+5
relogging.
2009-10-16* Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)1-0/+1
RemoveFromPhysicalScene or we'll be leaking
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)1-0/+9
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-15Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman1-14/+44
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
2009-10-15* Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman1-6/+5
so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15* Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)1-3/+4
avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
2009-10-14* Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman1-2/+3
MySQLAssetData with Utils.DateTimeToUnixTime() * Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode * Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)1-2/+4
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)1-1/+1
* Set the Scene collision update time to 500 ms
2009-10-10Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia1-1/+1
researching this.
2009-10-10* Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)1-1/+1
may reduce avatar flailing.
2009-10-10* Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)1-3/+8
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
2009-10-01Formatting cleanup.Jeff Ames1-1/+1
2009-09-30* Change the signature of the agent set appearance callback to prevent ↵John Hurliman1-7/+32
unnecessary serialization/deserialization of TextureEntry objects and allow TextureEntry to be inspected for missing bakes * Inspect incoming TextureEntry updates for bakes that do not exist on the simulator and request the missing textures * Properly handle appearance updates that do not have a TextureEntry set
2009-10-01Formatting cleanup.Jeff Ames1-7/+7
2009-09-26First pass at the heart surgery for grid services. Compiles and runs ↵Diva Canto1-2/+4
minimally. A few bugs to catch now.
2009-09-18Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin1-1/+1
Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
2009-09-13* More comments in the RegionCombinerModuleTeravus Ovares (Dan Olivares)1-4/+22
* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?) * Added border based trigger teleports * Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
2009-09-05* Moves ScenePresence SendCourseLocations to a delegate and provide a method ↵Teravus Ovares (Dan Olivares)1-0/+23
to replace the delegate * RegionCombinerModule replaces this delegate and distributes the CoarseLocationUpdates through the client connection in the region where the user would be if it was a separate region. * Fixes Mini Map display on combined regions.
2009-08-31* Fix attachment cross issues with new borders.Teravus Ovares (Dan Olivares)1-1/+1
2009-08-28* Deal with teleports to other virtual regions in the same scene.Teravus Ovares (Dan Olivares)1-0/+1
2009-08-20* Switch border cross tests over to the new Border class.Teravus Ovares (Dan Olivares)1-8/+9
* Use List<Border> for each cardinal to allow for irregular regions.
2009-08-19Add Border (a virtual border management class)Teravus Ovares (Dan Olivares)1-4/+1
Move Cardinals to it's own file.
2009-08-16Removing the conditional for assetID=Zero upon rezzing attachments on login.Diva Canto1-5/+7