Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Add "appearance send" command to allow manual sending of appearance. | Justin Clark-Casey (justincc) | 2011-11-01 | 1 | -3/+3 |
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* | Removed unused show commands from Scene.cs and SceneBase.cs. The show ↵ | Dan Lake | 2011-10-31 | 2 | -48/+0 |
| | | | | modules command in OpenSim.cs now shows both shared modules and region modules. | ||||
* | Fix line endings | Dan Lake | 2011-10-30 | 1 | -23/+23 |
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* | Experimental reorder of Heartbeat loop now simulates physics and sends ↵ | Dan Lake | 2011-10-30 | 1 | -29/+27 |
| | | | | updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods. | ||||
* | Remove the SyncRoot locking from Scene which was only being done around the ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 3 | -32/+18 |
| | | | | | | main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting. | ||||
* | Remove completely unused SOG.Rotation parameter | Justin Clark-Casey (justincc) | 2011-10-29 | 2 | -17/+9 |
| | | | | We always use SOP.Rotation instead | ||||
* | set grp.RootPart.GroupPosition for code consistency (and readability) rather ↵ | Justin Clark-Casey (justincc) | 2011-10-28 | 1 | -5/+0 |
| | | | | than calling SOP.OffsetForNewRegion | ||||
* | Add missing doc to rotation/position methods in SOG | Justin Clark-Casey (justincc) | 2011-10-28 | 1 | -5/+5 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2011-10-28 | 5 | -71/+76 |
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| * | Continuation of previous checkin. Found more places where ↵ | Dan Lake | 2011-10-27 | 2 | -36/+26 |
| | | | | | | | | ForEachScenePresence can be changed to ForEachRootScenePresence. | ||||
| * | Added new ForEachRootScenePresence to Scene since almost every delegate ↵ | Dan Lake | 2011-10-27 | 3 | -35/+50 |
| | | | | | | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors. | ||||
* | | fetch SOP.RotationOffset once in UpdateRotation() and compare rather than ↵ | Justin Clark-Casey (justincc) | 2011-10-28 | 2 | -6/+21 |
|/ | | | | | | fetch four separate times. No functional change. | ||||
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 2011-10-27 | 1 | -0/+2 |
| | | | | only receive the very first collision. | ||||
* | Get rid of the pointless null checks on collision listeners. Add warning ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 2 | -7/+0 |
| | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc | ||||
* | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+6 |
| | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. | ||||
* | Make OpenSim.Framework.Servers.HttpServer rely on OpenSim.Framework instead ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+1 |
| | | | | | | | | | of the other way around. This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes. Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo) | ||||
* | Add new EventQueueTests with basic test to check that adding a client ↵ | Justin Clark-Casey (justincc) | 2011-10-24 | 1 | -1/+3 |
| | | | | registers an http poll | ||||
* | Comment out the uuid gatherer lines that I accidentally left in. | Justin Clark-Casey (justincc) | 2011-10-23 | 1 | -4/+4 |
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* | Get UUIDGatherer to scan notecards in the graph for asset uuids. | Justin Clark-Casey (justincc) | 2011-10-22 | 2 | -16/+48 |
| | | | | | This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743 | ||||
* | Get OdeScene to use passed in time step rather than hard-coded 0.089 | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -2/+8 |
| | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference | ||||
* | Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵ | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -12/+4 |
| | | | | | | | | | Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value. | ||||
* | Removed redundant NotInTransit function from ScenePresence. ↵ | Dan Lake | 2011-10-19 | 1 | -5/+0 |
| | | | | IsInTransit=false does the same thing and NotInTransit was not used anywhere. | ||||
* | Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵ | Dan Lake | 2011-10-19 | 3 | -50/+50 |
| | | | | endings from previous commit. | ||||
* | Merge branch 'master' of git://opensimulator.org/git/opensim | Dan Lake | 2011-10-19 | 1 | -5/+9 |
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| * | Extend scripts stop/start/suspend/resume console commands to allow action on ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -5/+9 |
| | | | | | | | | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later. | ||||
* | | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵ | Dan Lake | 2011-10-19 | 3 | -7/+10 |
|/ | | | | scene presence by client ID. | ||||
* | Allow an avatar to be explicitly named to the "debug packet" command | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -2/+3 |
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* | refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -1/+1 |
| | | | | without a getter | ||||
* | refactor: Use SOP.SitTargetAvatar instead of calling a special ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 2 | -10/+9 |
| | | | | GetAvatarOnSitTarget() which returned exactly the same thing | ||||
* | Implement osNpcStand(<npc-id>) | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -0/+8 |
| | | | | Allows you to stand an NPC that has sat. | ||||
* | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 3 | -5/+13 |
| | | | | | | | | | 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 :) | ||||
* | improve method doc on Scene.OtherRegionUp() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+4 |
| | | | | this is really just to trigger panda. | ||||
* | move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -3/+2 |
| | | | | the others | ||||
* | fetch physical_prim switch from [Startup] config from inside scene, as is ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -38/+17 |
| | | | | done for most other scene config params | ||||
* | remove now redundant m_physical_prim flag from SOP.ApplyPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -6/+6 |
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* | Restore [Startup] physical_prim flag which can stop any prims being subject ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -1/+6 |
| | | | | | | | 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. | ||||
* | remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+0 |
| | | | | done immediately afterwards in DoPhysicsPropertyUpdate() | ||||
* | refactor: Remove redundant code in SOP.UpdatePrimFlags() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -27/+21 |
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* | factor common code out into SOP.RemoveFromPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -7/+18 |
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* | refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 2 | -3/+3 |
| | | | | sends entity updates (including presence ones), not just prims. | ||||
* | Expose minimum frame time and update periods for experimentation. | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -19/+33 |
| | | | | | | | 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. | ||||
* | refactor: Put the frame update period when temporary objects are cleaned up ↵ | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -4/+4 |
| | | | | in a field, like all the other update periods | ||||
* | refactor: chain the two scene constructors together to eliminate more copypasta | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -29/+1 |
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* | Tie reported FPS correction factor into the minimum frame time rather than ↵ | Justin Clark-Casey (justincc) | 2011-10-13 | 2 | -6/+13 |
| | | | | | | setting separately. This makes reported FPS scale as required if min frame time changes | ||||
* | Move fps stat adjustment factor into field rather than hard-coded. | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -1/+12 |
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* | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2011-10-12 | 3 | -44/+1 |
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* | Start recording object updates per second statistic (analogue of agent ↵ | Justin Clark-Casey (justincc) | 2011-10-11 | 2 | -1/+35 |
| | | | | | | updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene | ||||
* | Add other region stats (total frame time, physics fps, etc.) currently ↵ | Justin Clark-Casey (justincc) | 2011-10-10 | 1 | -1/+1 |
| | | | | | | | 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. | ||||
* | Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵ | Justin Clark-Casey (justincc) | 2011-10-10 | 1 | -13/+13 |
| | | | | idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter | ||||
* | refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵ | Justin Clark-Casey (justincc) | 2011-10-10 | 1 | -13/+0 |
| | | | | | | 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 |