| Commit message (Collapse) | Author | Files | Lines |
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Also add experimental distance ordering for prims
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
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if we are adding a client
* Regarding an earlier change, I think it would be possible to eliminate the creation of new IPEndPoints on every end receive if we did the client circuit lookup before starting
the next receive. However, this would be a performance trade off and hence not worth trying without performance testing
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circuitcode is already found in the first one
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could overwrite an existing endpoint that had not yet been used by the previous thread
* in practice these race conditions were probably pretty rare
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* This widened what I think is an existing race condition where asynchronous recieves could potentially stomp on each other's end points (though this must occur very rarely, if at
all, in reality)
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the existing one
* This requires copying details into a new endpoint when it needs to be stored in client/circuit code hashes
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* This allows multiple user profile providers to be specified in OpenSim.ini separated by commas
* If multiple providers are specified then a request for a user profile will query each in turn until the profile is either found or all have been queried
* Unfortunately I don't believe this order can currently be specified, which if true is something that will need to be fixed.
* Thanks to smeans for the original patch.
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avatar bounces less and things are a bit less explosive.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
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Mono doesn't seem to care.
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- Added two missing caps (UpdateScriptAgent, UpdateScriptTask)
- Added one missing EventQueue event (ScriptRunningReply)
- Changed DNE and XEngine to use this new event
As we only use the mono engine anyway, the "Mono" checkbox is set by
default but doesn't have any function.
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the combat function really doesn't belong into currency
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* Removes spacers that are also separators in llParseString2List
* Thanks idb
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* Implement llGetRegionFPS()
* Thanks idb
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the same instance.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
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(the rest of) Mantis#1813.
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llSensor() range ignored with AGENT.
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* Hopefully this will resolve http://opensimulator.org/mantis/view.php?id=2383
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* I believe this is reasonable since code outside the Linden client stack shouldn't be aware of the packet format being used
* I would love to have made the method protected, but the LoadBalancerPlugin is still calling it and resolving that would require more work
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pointless anyway since we aren't currently sending the packet
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there are some circumstances in which not finding a user is not an error
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some time
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LLClientView
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descriptive of its actual function
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llGetAgentInfo (AGENT_FLYING, AGENT_ALWAYS_RUN, AGENT_AWAY, AGENT_MOUSELOOK, AGENT_TYPING).
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when it moves
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
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per frame update heartbeat
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descriptive of what it actually does
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* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
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- minor formatting adjustments
- remove some trailing whitespace
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- objectGroup isn't needed here, just use the passed in argument
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stored on a potentially hostile grid. This is not DRM, not should be relied on until after it's been security audited. I'll write a blog post on this explaining how/why/when you should use this, and what it does.
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* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
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(hopefully) helpful messages for identifying corrupt prims and some fixup code for corrupt profile cut data.
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* Calculate an agents height in LLGetAgentSize() from apperance parameters rather than physics avatar numbers
* Another good looking patch from idb - thanks!
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unified as far as tuning (thank heavens).
* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
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* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
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