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SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep.
A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal.
Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status.
This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.
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would base its gain calculation on the previous avatar's gain, instead of the original input gain.
This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.
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constants to the script engine.
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Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
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thread since commit c150320 (Thu Jul 26 15:27:18 2012)
c150320 started explicitly disposing of the physics scene and nulling it out on region shutdown.
However, the update loop may not have yet checked Scene.ShuttingDown, particularly if avatars were not in the scene, causing failure when it tried to lookup time dilation.
This commit moves the setting of m_shuttingDown above the existing 500ms pause to notify avatars that they are being kicked.
This should not affect the few other places that use this flag.
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is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
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ISceneAgent.PresenceType from which IScenePresence inherits.
No other code changes required.
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dictionary on RemoveRegion(), causing a later issue if regions were restarted (removed then readded).
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and into its own class. The BulletSim data structures track
individual prims as linksets of 1 so most of the prim code is not
different between a linked and unlinked object.
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Fixes exception that happens when shutting down region (improvements from last patch)
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description field.
If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes.
Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107
I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
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Only it's hairdresser knows for sure)
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forces.
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to change to have a parameter show up in the ini file and
command line. Will make it much easier for the next person.
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for more flexibility.
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with other monitoring code from OpenSim.Framework
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This better reflects the long-term purpose of that project and matches Monitoring modules.
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region console "show stats" command
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
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This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
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There is less justification for this word arrangement (verb after noun) now that command help is categorized.
Also removes "image queues show" in favour of existing alias "show image queues".
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since last packeted received by the simulator from a viewer.
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It seems that the mono 2.10.8.1 doesn't choke on this but for some reason 2.4.3 fails.
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start of script rather than just the script status reported by SOG.ContainsScripts()
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correct running status on a re-rezzed attachment
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is given if not physical.
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Modify ZeroMotion() to not make tainting calls and to use new API calls.
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rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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When linking, detach the no longer used SOG's from backup so they can be
collected. Since their Children collection is never emptied, they prevent
their former SOPs from being collected as well.
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attempting to fix a mono compile error.
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Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
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scene into vehicle dynamics code.
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simple, high performance logger for high frequency logging (physics sub-operations, for instance).
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Cleaned up code and got rid of compile warnings.
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with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
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return OS_NPC if an OS npc is detected.
The detection will also return agent is the NPC has been created with the OS_NPC_SENSE_AS_AGENT option.
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use with llSensor()
This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
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modInvoke commands.
Thanks SignpostMarv!!!
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