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* Merge branch 'master' into vehiclesMelanie2009-10-159-175/+264
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| * Merge branch 'master' into htb-throttleMelanie2009-10-141-0/+1
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| | * Setting changeY in border crossing.Diva Canto2009-10-141-0/+1
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| * | Merge branch 'master' into htb-throttleMelanie2009-10-144-75/+172
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| | * * Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)2009-10-131-21/+93
| | | | | | | | | | | | * There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
| | * * Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto2009-10-123-54/+79
| | | | | | | | | | | | | | | * Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
| * | Optimized heartbeat by calling Update() only on updated objects.Dan Lake2009-10-133-73/+52
| | | | | | | | | | | | | | | | | | | | | | | | During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
| * | * Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman2009-10-131-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
| * | * Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2009-10-132-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
| * | * Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman2009-10-134-20/+28
| | | | | | | | | | | | | | | | | | | | | | | | disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
| * | Merge branch 'master' into htb-throttleMelanie2009-10-121-56/+54
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| * | Merge branch 'master' into htb-throttleMelanie2009-10-101-4/+11
| |\ \ | | | | | | | | | | | | | | | | This is hand-edited to not let master changes creep into here and may cause a somewhat rocky merge to master later.
| * | | Change the backup thread to run on a BackgroundWorker instead of a Thread. I ↵John Hurliman2009-10-091-4/+4
| | | | | | | | | | | | | | | | don't have an explanation, but this seems to stop a slow but steady memory leak I was experiencing
* | | | Merge branch 'master' into vehiclesMelanie2009-10-121-56/+54
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| * | | Fixed tree crossing. This will alleviateDiva Canto2009-10-111-56/+54
| | |/ | |/| | | | | | | http://opensimulator.org/mantis/view.php?id=4163
* | | Merge branch 'master' into vehiclesMelanie2009-10-121-4/+11
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| * | * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-101-2/+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.
| * | Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-10-101-1/+1
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| | * | Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia2009-10-101-1/+1
| | | | | | | | | | | | | | | | researching this.
| * | | * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-101-1/+1
| |/ / | | | | | | | | | * Set the Scene collision update time to 500 ms
| * | * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)2009-10-101-1/+1
| | | | | | | | | | | | may reduce avatar flailing.
| * | * Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)2009-10-101-3/+8
| |/ | | | | | | 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
* | Merge branch 'master' into vehiclesMelanie2009-10-083-6/+9
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| * Merge branch 'master' into htb-throttleMelanie2009-10-071-1/+2
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| | * A small change in FetchInventoryDescendantsCAPS.Diva Canto2009-10-061-1/+2
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| | * Uncommented log message on CAPs FetchInventoryDescendantsDiva Canto2009-10-061-3/+3
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| * | Uncommented log message on CAPs FetchInventoryDescendantsDiva Canto2009-10-071-3/+3
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| * | Merge branch 'master' into htb-throttleMelanie2009-10-071-0/+1
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| | * * One more debug message on FetchInventoryDescendantsDiva Canto2009-10-061-0/+1
| | | | | | | | | | | | * More streams close on finally
| | * Revert "Rewrote parts of the code that were double-locking different ↵Melanie2009-10-072-43/+29
| | | | | | | | | | | | | | | | | | objects. This is about half of the code base reviewed." This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
| * | Revert "Merging in diva's locking fixes"Melanie2009-10-072-43/+29
| | | | | | | | | | | | This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
| * | Merging in diva's locking fixesJohn Hurliman2009-10-062-29/+43
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| | * Rewrote parts of the code that were double-locking different objects. This ↵Diva Canto2009-10-062-29/+43
| | | | | | | | | | | | is about half of the code base reviewed.
| * | Added a debug line for nebadonJohn Hurliman2009-10-061-0/+3
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-061-0/+16
| |\ \ | | |/ | | | | | | htb-throttle
| * | Fixing a few compile errors in the previous commitJohn Hurliman2009-10-061-2/+0
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* | | Merge branch 'master' into vehiclesMelanie2009-10-061-0/+16
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| * | Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensimMelanie2009-10-061-6/+6
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| | * | Commenting the DEBUG code that I added yesterday, because it's causing mono ↵Diva Canto2009-10-061-6/+6
| | | | | | | | | | | | | | | | | | | | | | | | to fail with https://bugzilla.novell.com/show_bug.cgi?id=538854
| * | | Lock the heartbeat against multiple invocations. May prevent deadlocks and/orMelanie2009-10-061-0/+10
| |/ / | | | | | | | | | runaway thread use
| * | Correction on the DEBUG code.Diva Canto2009-10-051-4/+3
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| * | #if DEBBUG code for monitoring the ThreadPool.Diva Canto2009-10-051-0/+7
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* | Merge branch 'master' into vehiclesMelanie2009-10-053-5/+6
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| * disable physics actors for flexible primsdahlia2009-10-041-3/+4
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| * Merge branch 'diva-textures-osgrid'Melanie2009-10-042-2/+2
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| | * * Creates Util.UTF8 and switches some references of Encoding.UTF8 to ↵John Hurliman2009-10-022-2/+2
| | | | | | | | | | | | | | | | | | Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework) * Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
* | | Merge branch 'master' into vehiclesMelanie2009-10-022-129/+32
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| * | Merge branch 'master' into diva-texturesMelanie2009-10-022-15/+15
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| * \ \ Merge branch 'master' into diva-texturesMelanie2009-10-0235-749/+503
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| * | | * Change the signature of the agent set appearance callback to prevent ↵John Hurliman2009-09-301-7/+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