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2011-10-18Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)4-97/+81
Despite its name, this wasn't actually being used in any collision checking
2011-10-17Allow an avatar to be explicitly named to the "debug packet" commandJustin Clark-Casey (justincc)2-6/+11
2011-10-17refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)4-23/+13
without a getter
2011-10-17Add avatar names to debug packet outputJustin Clark-Casey (justincc)1-2/+2
2011-10-17refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)3-11/+10
GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-17rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)1-1/+1
understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
2011-10-17Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)6-2/+48
Allows you to stand an NPC that has sat.
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)10-5/+75
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 :)
2011-10-15improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)1-4/+4
this is really just to trigger panda.
2011-10-15move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)3-7/+3
the others
2011-10-15fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)4-40/+18
done for most other scene config params
2011-10-15remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)3-7/+7
2011-10-15Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)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.
2011-10-15remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵Justin Clark-Casey (justincc)1-4/+0
done immediately afterwards in DoPhysicsPropertyUpdate()
2011-10-15refactor: Remove redundant code in SOP.UpdatePrimFlags()Justin Clark-Casey (justincc)1-27/+21
2011-10-15factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)3-11/+19
2011-10-15reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2-54/+36
Eliminate redundant argument on ProcessTaints()
2011-10-15restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)1-19/+17
2011-10-15refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)3-129/+195
internal to aid code reading/analysis. Remove some unused method arguments
2011-10-14Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)1-1/+1
(0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config).
2011-10-14refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)5-6/+6
sends entity updates (including presence ones), not just prims.
2011-10-14Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2-88/+125
2011-10-14Don't execute rest of code in XEngine.RemoveRegion() and Close() if the ↵Justin Clark-Casey (justincc)1-0/+6
module is disabled.
2011-10-13Expose minimum frame time and update periods for experimentation.Justin Clark-Casey (justincc)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.
2011-10-13refactor: Put the frame update period when temporary objects are cleaned up ↵Justin Clark-Casey (justincc)1-4/+4
in a field, like all the other update periods
2011-10-13refactor: chain the two scene constructors together to eliminate more copypastaJustin Clark-Casey (justincc)1-29/+1
2011-10-13Tie reported FPS correction factor into the minimum frame time rather than ↵Justin Clark-Casey (justincc)2-6/+13
setting separately. This makes reported FPS scale as required if min frame time changes
2011-10-13Move fps stat adjustment factor into field rather than hard-coded.Justin Clark-Casey (justincc)1-1/+12
2011-10-13More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)3-8/+39
2011-10-13refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2-91/+79
into a DestroyOdeStructures() method also adds some method doc
2011-10-12remove some mono compiler warningsJustin Clark-Casey (justincc)3-44/+1
2011-10-12Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2-3/+1
2011-10-12Bring LindenUDP.Tests back from the dead. No tests are running.Justin Clark-Casey (justincc)5-343/+282
Code drift means that most of this stuff doesn't compile but the structure is still useful.
2011-10-12When shutting down XEngine, log how many scripts are being shutdown so the ↵Justin Clark-Casey (justincc)2-2/+5
user knows why they are waiting.
2011-10-12minor: insert some commented out log lines which are a blunt but useful ↵Justin Clark-Casey (justincc)3-3/+12
instrument to see packet expiry and received acks
2011-10-12Improve some method doc for LLUDPClient, LLUDPServer and UnackedPacketCollectionJustin Clark-Casey (justincc)3-17/+39
2011-10-12Change default groups messaging module in hardcode to the empty string.Melanie1-1/+1
Modules should not assume thet they are the one and only, but only be enabled when explicitly configured.
2011-10-11Start recording object updates per second statistic (analogue of agent ↵Justin Clark-Casey (justincc)3-1/+43
updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene
2011-10-11meaningless change to goose pandaJustin Clark-Casey (justincc)1-0/+1
2011-10-11osSetParcelDetails - PARCEL_DETAILS_CLAIMDATEPixel Tomsen2-21/+32
this new flag set parcels claim date value 0 for this flag set current unixstamp http://opensimulator.org/mantis/view.php?id=5725
2011-10-10Allow monitoring of stats by region nameJustin Clark-Casey (justincc)1-0/+3
2011-10-10Add other region stats (total frame time, physics fps, etc.) currently ↵Justin Clark-Casey (justincc)16-21/+326
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.
2011-10-10Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)3-15/+15
idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
2011-10-10Provide a way to turn the MonitorModule on and offJustin Clark-Casey (justincc)1-15/+35
Default is currently on since this is the historical setting
2011-10-10refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)3-15/+2
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
2011-10-10remove unused LastAssetID from DynamicTextureUpdaerJustin Clark-Casey (justincc)1-6/+4
2011-10-08Go back to lying that sim fps is 55 when it's actually locked at a maximum ↵Justin Clark-Casey (justincc)1-2/+6
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.
2011-10-07Comment out [SCENE PRESENCE] SendAppearanceToAllOtherAgents: log messageJustin Clark-Casey (justincc)1-1/+1
As per earlier discussions with dslake
2011-10-06Fixed line endings from previous commitDan Lake3-51/+51
2011-10-06Refactored "known child region" in ScenePresence. There were 4 differentDan Lake5-89/+79
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.