| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixed bug in how code is handled, hopefully we can now run all 3 languages? :)
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break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
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Added some logging on what is happening during compile.
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Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
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OpenSim in 32-bit mode.
Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
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OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
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better position.
Uses the IRC nick as the default when user location cannot be determined.
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itself? :)
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of script engines, and support to load multiple script engines
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Refreshing config based on this.
Temporarily disabled feature to refresh config file while running.
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Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
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Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
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ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
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Fixed small bug in thread counter.
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Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
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A separate thread is used to enforce max function (event) execution time for scripts.
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llParticleSystem - defaults to source prim (consistent with LL grid).
Should fix mantis 427.
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Implementing llStringTrim and hooking in osRegionNotice
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mantis issue #435 (for now)
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have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
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* We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work.
* The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect. So no alpha in/out, color change, affected by the wind, etc.. yet
* Thanks to Alondria for some massive work here. This update just tweaks a few things that she did.
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Going to sift through the diff later to sort out what the root cause is here.
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functionality added yet, but did not want to loose work.
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
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* WARNING: This update will break *nix support. Will be restored in the next revision
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user logs off
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gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
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* Allows the creation of a user via the RemoteAdminPlugin.
* Many thanks!
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tool + amount + apply;
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issue 390.
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been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
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you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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experimental update.
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substeps with fallback to 5 substeps when things get slow
* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
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* Let me know if all your avatar are standup.
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is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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