| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| | |
we used to send before slimupdates and explicitly send it
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| | |
parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
|
|\ \
| |/ |
|
| |
| |
| |
| | |
original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
|
| |
| |
| |
| | |
processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
|
|/
|
|
| |
the effect of killing a newly connected client.
|
|
|
|
| |
Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
|
|
|
|
|
| |
This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
this to both parties
|
| |
|
|
|
|
| |
this needs more testing, but everything is there.
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
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>
|
| |
| |
| |
| | |
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
| | |
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
|/
|
|
| |
* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
|
|
|
|
|
| |
will be honored now, while allowed groups will not. This requires additional
groups module integration work
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
|
|
| |
Provisionally applied to fix the naming. Signatures are still subject to change.
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
|
|
|
|
|
| |
Applied with change: Changed spelling to Summary (from Summery)
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
| |
|
|
|
|
|
| |
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
|
|
|
|
|
|
|
| |
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
|
|
|
|
| |
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
|
|
|
| |
re-prioritizing updates
|
|\ |
|
| |
| |
| |
| | |
Thank you, Fly-Man
|
|/
|
|
| |
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
|
|
|
|
|
|
|
| |
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
|
|
|
|
|
|
|
| |
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)
|
|\ |
|
| |
| |
| |
| |
| |
| | |
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?
|
|\ \
| |/
|/| |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
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
|
|/ |
|
|
|
|
| |
* Disables 'event not used' warning for IRCClientView; cuts OpenSim total warnings back.
|
|
|
|
| |
Handler - ref mantis #4010
|
|
|
|
| |
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
|
|
|
|
|
|
|
|
|
| |
a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
|
|
|
|
|
|
|
|
|
| |
linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
|