| Commit message (Collapse) | Author | Files | Lines |
|
prevents malloc heap corruption seen under Ubuntu 10.04.1 and 11.04 - probably a libcairo issue
In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously,
the native malloc heap can become corrupted, possibly due to a double free(). This may be due to
bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were
seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed
under lock.
|
|
avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain
This is similar to commit d89faa which fixed the same kind of bug in TriggerSound()
|
|
race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
|
|
now conforms to the behaviour in SL.
|
|
instead.
This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.
|
|
|
|
|
|
This is to avoid false positives when the machine is under heavy load whilst starting up.
|
|
|
|
thread has retreived it after checking whether the NPC exists.
|
|
|
|
command
|
|
This was working in 0.7.2 but was accidentally removed from 0.7.3.
The --publish option for "save oar" will now save oars stripped of parcel owner information as well as scene object info.
Please use the --publish option if you want to publish oars that may be later loaded by others to the same grid from which they were saved.
|
|
|
|
collisions on objects that don't care are not reported up.
|
|
Add interface 2 enhancements to BSCharacter.
Modify AddForce and SetForce to use the new Bullet interface.
More DetailLog statements for character.
|
|
last commit 205f2326
|
|
DelayBeforeAppearanceSave into [Appearance] section from [Startup] config section so that all appearance settings are in the same place and not in the startup bucket.
All these settings are in OpenSimDefaults.ini only. If you are using them then please adjust your OpenSim.ini
|
|
functional change.
|
|
VectorRenderModule inside its own context, rather than disposing of the old font before using it as a prototype for the new.
|
|
[Startup] to [Appearance] config section.
Add description and default of false (as before) to OpenSimDefaults.ini
If set to true, this config switch will resend avatar appearance information (a small amount of UUID data, not the baked textures themselves) to other avatars in the sim every 60 seconds.
For me, this has helped with situations where avatars appear persistently grey - the LL viewer sometimes did not appear to request assets the first time the appearance data was sent.
However, this switch will not help with other appearance failure situations (e.g. failure to bake assets).
This setting is experimental but will not have any significant impact on the simulator if turned to true.
|
|
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
|
|
is already its default value as it's a struct.
|
|
scheduling terse updates will not (and does not) update shape information in the viewer
|
|
timed-out
The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
|
|
|
|
trying to find a corrupted memory problem. Update DLL and SO.
|
|
|
|
textures.
The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement.
This may be particularly important for GDI+ objects since they encapsulate native code entities.
|
|
|
|
|
|
Signed-off-by: Melanie <melanie@t-data.com>
|
|
themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
|
|
on every single sensor sweep.
|
|
not rebuild the physics mesh. Update the DLLs and SOs to latest version.
|
|
to be consistant with parameter data structure
|
|
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.
|
|
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.
|
|
constants to the script engine.
|
|
Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
|
|
|
|
|
|
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.
|
|
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.
|
|
ISceneAgent.PresenceType from which IScenePresence inherits.
No other code changes required.
|
|
|
|
dictionary on RemoveRegion(), causing a later issue if regions were restarted (removed then readded).
|
|
|
|
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.
|