Commit message (Collapse) | Author | Files | Lines | ||
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2007-11-10 | removed OdePlugin/Meshing directory | Jeff Ames | 6 | -1522/+0 | |
2007-11-10 | * Moves the Meshmerizer to a separate plugin | Teravus Ovares | 17 | -64/+1963 | |
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory.... | |||||
2007-11-10 | * ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim ↵ | Teravus Ovares | 1 | -1/+2 | |
left that blocks your way. | |||||
2007-11-09 | * Added an internal throttle on ODE physics updates | Teravus Ovares | 5 | -5/+56 | |
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator. | |||||
2007-11-09 | add a few more verbose bits | Sean Dague | 1 | -0/+2 | |
2007-11-09 | turn back on verbose message for resending packets | Sean Dague | 1 | -2/+2 | |
2007-11-09 | don't break if they haven't defined the Sun section of their config | Sean Dague | 1 | -2/+10 | |
2007-11-09 | make Sun progression configurable for the Sim from OpenSim.ini | Sean Dague | 1 | -2/+3 | |
2007-11-09 | * Moved BulletX off of the 'constant terse update' method. It now only ↵ | Teravus Ovares | 3 | -8/+44 | |
sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier. | |||||
2007-11-09 | * Protip: Commit AFTER compiling. | Adam Frisby | 1 | -1/+1 | |
2007-11-09 | * Added some code to prevent a spinlock. | Adam Frisby | 1 | -3/+7 | |
2007-11-09 | * Tweaked how the throttle works. | Adam Frisby | 1 | -1/+9 | |
2007-11-09 | * Tweaked throttle sizes. Throttle is now 256kbps outbound per client. | Adam Frisby | 1 | -2/+3 | |
2007-11-09 | * Added some *VERY* experimental highly dodgy throttling of outbound packets ↵ | Adam Frisby | 1 | -4/+31 | |
to help alleviate clients borking during massive amounts of updates. Needs work. | |||||
2007-11-09 | * Fixed Resending Terse Updates Message on the console causing CPU usage to ↵ | Teravus Ovares | 1 | -2/+2 | |
spike when the network connection isn't 100% and fast. | |||||
2007-11-08 | * Stopped printing the prim's X cordinate difference from the last movement ↵ | Teravus Ovares | 1 | -1/+1 | |
on the Console. | |||||
2007-11-08 | * Fixed occasional character drift caused by sim not sending the avatar's ↵ | Teravus Ovares | 4 | -16/+111 | |
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update. | |||||
2007-11-08 | fixed non-ASCII chat and IM | Jeff Ames | 3 | -5/+6 | |
2007-11-08 | converted hard-coded chat type values to ChatTypeEnum | Jeff Ames | 6 | -21/+21 | |
2007-11-08 | * Added Rotational Velocity reporting for Client Interpolation to Terse Updates | Teravus Ovares | 9 | -29/+129 | |
* Added Angular Velocity reporting for smooth-ish rotations on object collisions | |||||
2007-11-07 | get rid of the debug line, that's just going to drive everyone nuts | Sean Dague | 1 | -1/+1 | |
2007-11-07 | move Sun into a Region Module, pass 1. Currently this works fine with | Sean Dague | 3 | -3/+182 | |
a fixed 30 minute day and the sun going East -> West again. It gets rid of super noon as well. It's a bit debug heavy right now, which I'll clean up tomorrow. I also plan to make time progression configurable in OpenSim.ini, but that will be tomorrow. | |||||
2007-11-07 | add SendSunPos function to IClientAPI to let us pull all the sun | Sean Dague | 2 | -2/+18 | |
calculation logic into a module | |||||
2007-11-07 | disable profuse logging messages for not saving physical | Sean Dague | 1 | -1/+1 | |
objects, as it clouds up the console a bit too much | |||||
2007-11-07 | refactored some duplicate SceneObjectGroup searching code in Scene | Jeff Ames | 2 | -236/+98 | |
2007-11-06 | * fix for Bug 563 | Teravus Ovares | 2 | -2/+9 | |
* fix for ODE geoms not getting disposed of properly when resizing. | |||||
2007-11-06 | * Added better logging to AssetCache | lbsa71 | 2 | -2/+2 | |
* AssetCache now ignores duplicate uploads * some m_ refactoring * ignored some bins | |||||
2007-11-05 | physical prims AND other changes in ODE (Teravus) -- note this is experimental! | dan miller | 1 | -0/+1 | |
2007-11-05 | physical prims | dan miller | 1 | -75/+452 | |
2007-11-05 | adding missing ODE files for mesh | dan miller | 4 | -0/+841 | |
2007-11-05 | Fixed the MyNpcCharacter errors | MW | 1 | -4/+4 | |
2007-11-05 | * Substituted som 'GenericCall' with Action<> | lbsa71 | 3 | -25/+29 | |
* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client * Fixed SendOwnWearables to always operate on self, as that's what it does | |||||
2007-11-05 | Started to cleanup/close down childagent connections when a user teleports. ↵ | MW | 6 | -63/+113 | |
As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages). hopefully fixed the echo bug in chatmodule. | |||||
2007-11-05 | prim cuts in ODE | dan miller | 8 | -508/+499 | |
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims | |||||
2007-11-05 | Changed it so opensim.exe should scan for new application plugins every time ↵ | MW | 1 | -0/+1 | |
its ran, rather than just the first time (or when the addins and addin-db-000 directories were deleted). | |||||
2007-11-05 | * UpdateWearable should SendOurAppearance | lbsa71 | 1 | -0/+2 | |
* Ignored some bins | |||||
2007-11-05 | Thank you, Teravus for: Solution for 'after using physical prim with ↵ | Charles Krinke | 2 | -4/+15 | |
MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX. | |||||
2007-11-05 | removed duplicated BOMs | Jeff Ames | 2 | -2/+2 | |
2007-11-04 | Some more refactoring | MW | 7 | -195/+267 | |
2007-11-04 | Added forgotten ApplicationPlugins directory and moved the load region code ↵ | MW | 1 | -42/+21 | |
out to a plugin. To make opensim search for the new plugin, you will need to delete the "addin-db-000" and "addins" sub directories in bin if you have them. | |||||
2007-11-04 | normalized line endings | Jeff Ames | 1 | -17/+17 | |
2007-11-04 | Added forgotten IApplicationPlugin file | MW | 1 | -0/+17 | |
2007-11-04 | normalized line endings | Jeff Ames | 2 | -867/+867 | |
2007-11-04 | Applying Teravus patch # 557. Some glue code for the updating of prim's ↵ | MW | 3 | -14/+73 | |
velocity. | |||||
2007-11-04 | Added support for OpenSim application plugins (as requested by Adam), which ↵ | MW | 7 | -56/+70 | |
use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management. A little bit more refactoring of Scene. | |||||
2007-11-03 | Fixes a bug with a ZERO Quaternion when creating a prim. | darok | 1 | -4/+8 | |
2007-11-03 | Modifications for prim movement. For now only in Mod. BulletX, but i think ↵ | darok | 3 | -56/+114 | |
it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D | |||||
2007-11-03 | First part of Scene refactoring: | MW | 9 | -760/+1075 | |
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things. | |||||
2007-11-03 | tiny commit to prepare for the first proper part of Scene.cs refactoring. | MW | 1 | -17/+13 | |
2007-11-03 | *Master Avatar can be specified by a previous UUID in either grid mode or ↵ | mingchen | 3 | -2/+31 | |
standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified. |