| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
GetAvatarOnSitTarget() which returned exactly the same thing
|
|
|
|
|
|
|
|
|
| |
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
|
|
|
|
| |
this is really just to trigger panda.
|
|
|
|
| |
the others
|
|
|
|
| |
done for most other scene config params
|
| |
|
|
|
|
|
|
|
| |
to physics
This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
|
|
|
|
| |
done immediately afterwards in DoPhysicsPropertyUpdate()
|
| |
|
| |
|
|
|
|
| |
sends entity updates (including presence ones), not just prims.
|
|
|
|
|
|
|
| |
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
|
|
|
|
| |
in a field, like all the other update periods
|
| |
|
|
|
|
|
|
| |
setting separately.
This makes reported FPS scale as required if min frame time changes
|
| |
|
| |
|
|
|
|
|
|
| |
updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene
|
|
|
|
|
|
|
| |
missing from MonitorModule
Unlike the other 3 stats mechanisms, monitor data can be queried per individual region, which makes this useful.
This doesn't affect an of the existing monitored stats.
|
|
|
|
| |
idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
|
|
|
|
|
|
| |
than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
|
|
|
|
|
|
|
| |
of 11.
We're been lying since 2008 so I'm sure another few years can't hurt.
To know the real fps, either divide sim fps by 5 and/or look at the frame time.
|
|
|
|
| |
As per earlier discussions with dslake
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| | |
retrieval mechanisms.
Original request URLs that end with / will still work, but this will allow one to type /simstatus as well as /simstatus/
Can't do this with webstats yet since it does insane things to the path.
|
|/
|
|
|
|
| |
ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
|
|
|
|
| |
which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
|
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
|
| |
| |
| |
| | |
Also remove some unused fields and improve naming on others.
|
|/
|
|
| |
private sets when needed. Removed redundant code when methods replicated what the set already does
|
|\ |
|
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=3036
|
| |
| |
| |
| | |
This appears to be code clutter since the code that uses this has long gone.
|
|/
|
|
| |
converted back and forth between ScenePresence and IClientAPI. More to be done still.
|
|
|
|
|
| |
SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
|
|
|
|
|
|
|
|
| |
any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
|
|
|
|
| |
are only sent to affected clients.
|
| |
|
|
|
|
|
|
|
|
|
| |
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
|
|\ |
|
| |
| |
| |
| | |
This is moved into ScenePresence for now as a general facility
|
|/ |
|
|
|
|
|
|
|
|
| |
used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
|
| |
|
| |
|
|\ |
|
| | |
|
|/
|
|
|
|
|
| |
This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
|