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* remove limit stanza, see if this helps.Sean Dague2007-11-141-1/+1
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* get rid of parametrized query, in case this is the .NET issue (I hope not)Sean Dague2007-11-141-5/+5
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* further adventures in .NET workaroundsSean Dague2007-11-141-1/+4
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* no, this probably won't work either, but I'm going to at least make sure it ↵Sean Dague2007-11-141-2/+2
| | | | | | | | works mono still
* more attempted voodoo around .NETSean Dague2007-11-141-3/+2
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* attempt to resolve Sqlite not working on .NET for terrainSean Dague2007-11-141-21/+24
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* * Copied objects are now owned by the object copier (Next Owner) (however ↵Teravus Ovares2007-11-145-13/+48
| | | | | | | next owner permissions are not applied yet) * In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
* * Should help avatar climb steps betterTeravus Ovares2007-11-141-22/+54
| | | | | | | | * Reduced ground friction when an avatar is moving * Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement * Reduced PID_D power by 1/5th (80) * More avatar movement tweaks.
* * Possibly resolved the excess sim lag. Teravus Ovares2007-11-141-1/+2
| | | | | * Warning: Only try on Linux, Windows builds still have a terrain database problem.
* * Added AvatarPicker in Standalone mode. Works for finding avatar to ban, ↵Teravus Ovares2007-11-138-8/+83
| | | | | | | manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D. * Grid mode always returns 0 results until the Grid Communications portion is done.
* first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague2007-11-137-14/+191
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* Added "remove-region <region name>" console command that "should" remove the ↵MW2007-11-132-5/+16
| | | | named region/scene.
* working now. Needs cleanup, but I'll have to do that after the next meetingSean Dague2007-11-131-7/+16
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* some changes to reduce memory significantly by not keeping allSean Dague2007-11-131-24/+36
| | | | | | | terrain revisions in memory. Once I'm sure this is working, I'll purge out some of the crufty code here.
* replaced exception when sitting and typing with rather amusing getting up ↵Jeff Ames2007-11-131-0/+12
| | | | and sitting back down animation
* Some work on cleanly removing Regions.MW2007-11-136-30/+86
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* Some work on being able to set/send a users Buddylist info. (added handling ↵MW2007-11-131-0/+4
| | | | | | | code to LoginResponse). And as a test each user signing in will get the test account ("Mr OpenSim") as a friend (online/offline status will not currently show up)
* * Fixed the walk vs fall animation.Teravus Ovares2007-11-132-7/+71
| | | | | * Tweaked a few things
* * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares2007-11-132-24/+59
| | | | | | * Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
* added IDs for all built-in animationsJeff Ames2007-11-131-1/+1
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* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-129-5/+78
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-126-28/+294
| | | | | | | | | | * ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
* fix compile issue on monoSean Dague2007-11-121-1/+1
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* enable typing animation for chat, maybeJeff Ames2007-11-123-60/+91
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* added verbose output of unhandled packets from the viewerJeff Ames2007-11-121-6/+8
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* * Sets ZeroMesher as default. (If you want to cut and hollow, you'll need ↵Teravus Ovares2007-11-122-4/+21
| | | | | | | to uncomment the Meshmerizer in OpenSim.ini) * Fixes a geometry issue in ODE when using ZeroMesher
* set svn:eol-style, reset default configJeff Ames2007-11-121-74/+74
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* * Applied Gerhard's Meshing patch (Thanks! Gerhard)Teravus Ovares2007-11-122-0/+84
| | | | | | | | * Addition of Gerhard's ZeroMesher. * Addition of meshing OpenSim.ini parameter * Some modifications to the Meshmerizer * Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
* Patch from Mathias Soeken (thanks Mathias!) to take care of the color Dalien Talbot2007-11-114-3/+39
| | | | | | | and alpha argument of the llSetText command.
* Fixing null pointer exception from Mathias Soeken:Dalien Talbot2007-11-111-2/+2
| | | | | | | | | e.Scene is copied to locale variable scene and replaced when it is null, but in the LLVector3 constructor in the next line, e.Scene is used, so it can be null.
* set svn:eol-styleJeff Ames2007-11-118-1741/+1741
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* fixed chatting while sittingJeff Ames2007-11-111-5/+9
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* * adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares2007-11-117-16/+23
| | | | OpenSim.ini.example in the bin folder for an example.
* removed OdePlugin/Meshing directoryJeff Ames2007-11-106-1522/+0
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-1017-64/+1963
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim ↵Teravus Ovares2007-11-101-1/+2
| | | | left that blocks your way.
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-095-5/+56
| | | | | | * Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
* add a few more verbose bitsSean Dague2007-11-091-0/+2
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* turn back on verbose message for resending packetsSean Dague2007-11-091-2/+2
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* don't break if they haven't defined the Sun section of their configSean Dague2007-11-091-2/+10
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* make Sun progression configurable for the Sim from OpenSim.iniSean Dague2007-11-091-2/+3
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* * Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares2007-11-093-8/+44
| | | | | | | | sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
* * Protip: Commit AFTER compiling. Adam Frisby2007-11-091-1/+1
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* * Added some code to prevent a spinlock.Adam Frisby2007-11-091-3/+7
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* * Tweaked how the throttle works.Adam Frisby2007-11-091-1/+9
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* * Tweaked throttle sizes. Throttle is now 256kbps outbound per client.Adam Frisby2007-11-091-2/+3
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* * Added some *VERY* experimental highly dodgy throttling of outbound packets ↵Adam Frisby2007-11-091-4/+31
| | | | to help alleviate clients borking during massive amounts of updates. Needs work.
* * Fixed Resending Terse Updates Message on the console causing CPU usage to ↵Teravus Ovares2007-11-091-2/+2
| | | | spike when the network connection isn't 100% and fast.
* * Stopped printing the prim's X cordinate difference from the last movement ↵Teravus Ovares2007-11-081-1/+1
| | | | on the Console.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-084-16/+111
| | | | | | | | final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.