| Commit message (Collapse) | Author | Age | Files | Lines |
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doesn't need to do that bookkeeping because SOG/SOP already does it.
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startup.
This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460
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more helpfully log the name, id, position and region of that object.
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use (such as logging anim pack contents sent to clients)
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default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
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This caused movement problems and large prim vehicles to take up a LOT of simulation time.
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for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
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causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
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process a packet
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instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
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OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
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Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
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attribute specifications.
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on initial login region.
Regression from commit ed162a10 (Fri Oct 5 13:50:12 2012)
We had started listening for the client login event for attaching the sound trigger event rather than OnNewClient
Addresses http://opensimulator.org/mantis/view.php?id=6453
Many thanks to danbanner for identifying the exact commit where this went wrong, which made identifying the fix easy.
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because they failed to complete event processing within the given timeout.
This is for bug hunting purposes where thread aborts may be causing dangling lock issues and subsequent vm crashes on mono (with ReaderWriterLockSlim, etc.)
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individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
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easier to extract and inspect the script's asset via "dump asset"
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the terrain. Users can sure find some interesting corner conditions.
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setting properties after the destroy character taint.
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properties after the destroy object taint has happened.
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than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
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dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
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single prim vehicles not working (the surf board now zooms).
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BSDynamics to make velocity vs force calculation clearer.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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restore a child's position in the world based on its position in the moved linkset).
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copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
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in, to avoid race conditions on the client.
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Inventory transfers: don't do async on asset transfers or now.
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Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
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caused the native shapes to be rebuilt when not necessary.
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to nominate a non-root destination folder.
This is in relation to http://opensimulator.org/mantis/view.php?id=6311
This is after further analysis which shows the viewer expects the server to move the folder for #RLV give but then should be renaming the folder itself.
For some reason this is not happening, possibly because we are not sending BulkUpdates or because we are not using transaction IDs properly.
This needs to be fixed in the future.
However, moving the folder even if the rename isn't correctly triggered in the viewer seems preferable to disabling this code altogether.
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linearMotorUp and related vehicle forces.
Fixed problems with downward vehicle position correction forces being too large.
Add vehicle collision flag so can sense whether vehicle is on the ground.
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uncomment the detail logging when changing the depth of logged info.
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can do anything dumb they wish.
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endings in material definition file.
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VehicleAddForce to set of managed vehicle prim properties.
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forces commented out for the moment for debugging.
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