| Commit message (Collapse) | Author | Files | Lines |
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OpenSim.Region.Framework.Interfaces and added a TaintTerrain method
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walk/stand animations will get used instead of just falling
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OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings.
Note that this will increase memory usage and region startup time.
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This hooks up the LandManagementModule to handle the DeedParcelToGroup
packet. Now people can start testing land assigned to and owned by groups.
Also fixes a viewer crash issue when searching for and then joining a group
with an agent that is not already being tracked by groups server.
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from asset service, because the inner ones may not be in mem cache.
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Added is a patch that adds a rough Groups implementation. This patch allows
the creation, adding and maintaining Groups, Roles and Members. Work has begun
on a very naive implementation of messaging, and minimal support for notifications
{no attachments yet}. Proposals are not yet supported, but are on the to-do list.
This implementation is not active by default, and must be configured in
OpenSim.ini to become active.
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Fixes Manthis #3420
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Following feedback from 0003440, i've made some changes to the new texture pipeline to optimise
performance. The changes are:
- Fixed a math issue where a small percentage of images with a certain size (on the packet boundary) would not have their final data delivered. This issue has been present since pre- 0003440
- It was suggested that a discardlevel of -1 and a prioriy of 0 meant to abandon the transfer, this is incorrect and caused some textures to clog.
- The texture throttle blocking queue is now only filled in relation to the actual throttle amount.. i.e, on a connection throttled to 300k, only twenty packets will be placed in the queue at a time, on a larger connection it will be much more. This is to balance responsiveness to requests and speed, and to minimise wasted packets.
- The engine now keeps track of the number of pending textures, and the stack will not be walked if there's no textures pending, saving CPU. Textures are only considered "pending" when they've already been decoded.
- As part of the above, some textures may receive twice as much data per cycle if the number of pending textures is below the cycle threshold, this should prevent loading from slowing down when there are fewer textures in the queue.
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increase my commit frequency *wink*)
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Adds a test to see if the first option on osDynamicTextureData is "AltDelim",
then picks up the first character after the whitespace and uses as a delimiter
instead of ;. If this string does not appear at the start of the data, the
default ; will be used, hence this should not break existing code.
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OGS1SecureInventoryServer (mantis #3483). The provided patch was slightly modified to narrow the locking scope to smaller portions of the functions. Applied the same locking to HGInventoryService, which suffered from the same race condition.
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llHTTPRequest when the owner is offline/not in the region.
Fixes Mantis #3454
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* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
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crossings introduced in r9110. Fixes mantis #3456.
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This patch adds extended status reporting with the url
http://server:port/simstatusx/ [^] . The data is returned
in json format as "text/plain" type.
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Vehicle API in Physics
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being detected.
Fixes Mantis #3467
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* Clean up some log messages
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read-only files on linux.
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* Moved the constants out into a separate DefaultConfig
* Pulled configMember up
* Some minor CCC
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* Vertical Attractor servo
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WindModule plugins --- manifesting itself through:
2009-04-16 15:32:02,764 [Heartbeat for region sea 3] [Scene]: Failed with exception System.IndexOutOfRangeException: Array index is out of range.
at System.Random.Sample () [0x0003e] in /usr/local/src/mono/build/mono-2.0.1/mcs/class/corlib/System/Random.cs:91
at System.Random.NextDouble () [0x00000] in /usr/local/src/mono/build/mono-2.0.1/mcs/class/corlib/System/Random.cs:142
at OpenSim.Region.CoreModules.World.Wind.Plugins.SimpleRandomWind.WindUpdate (UInt32 frame) [0x00019] in /tmp/opensim-deploy-oTyFP12501/opensim-deploy/OpenSim/Region/CoreModules/World/Wind/Plugins/SimpleRandomWind.cs:92
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derived classes
- make OpenSimBackground inherit from OpenSim instead of OpenSimBase
so that it will have a MainConsole instance and we can use console
commands, setting m_gui to false
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causing issues.
* Tweak the ODEPrim PID a bit more.
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* Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable.
* ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
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Scripting now works again
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actually being used.
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* This allows specific requests to be identified.
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handling to XEngine. Add needed stubs to DotNetEngine.
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* Have the test scene always return success for session id authentication for now
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