| Commit message (Collapse) | Author | Files | Lines |
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now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
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prim at a time.
* Teaches me not to say stuff like 'this is now working'
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* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
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* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
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* Fixed a compile error.
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* Normalized some UUID handling
* Compacted a few Contains/Add into Set
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was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
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issue. Queue is only threadsafe if its a public static member, which in this case it wasn't. And we were locking it during both enqueues and dequeues. So have added those locks to a syncObject. But it still needs testing on a high load region, as that seems to be when the exception happened.
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flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
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size. Helps make the fonts crisp when using vector renderer as a
text board.
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* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
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delink prim updates is low priority
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and a seperate voice server approach compatible with SLVoice is needed here.
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"local" or "grid"
* See OpenSim.ini.example for more details
* The old sqlite/mssql settings were redundant and effectively ignored anyway. Hence, there's no need for you to change your current settings, which will still work
* In fact, asset_database should probably be moved to [Network] since it's meaningless for standalone installations
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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static readonly. I suspect this was the cause of mantis #500.
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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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exception when we try to update it
* This doesn't remove bug 757, but does largely remove the worst consequences
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neighbouring region is down), put out only the source and message of the RemotingException (not the stack trace) to the console.
* It doesn't appear that the remoting stack trace yields any useful information anyway
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* Reduce 'asset not found' console debug spam
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thanks Grumly57.
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* Fixed a bug with the Smooth Area brush.
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* Terrain Area-of-Effect brushes now should work properly.
* Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
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TerrainUtil class. More needs doing.
* Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
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isn't found, since this appears to be crashing Linden client 1.19.0(5)
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the texture queue
* This is in order to identify whether it is these which are somehow causing the massive texture packet bloat,
* since this is the only other packet put on to that queue other than the TextureSender ones
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Everyone try to push a physical prim across a region border now.
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closer. Bugs may be due to the water distribution pattern.
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* More cleanup
* Less noise
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
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