| Commit message (Collapse) | Author | Age | Files | Lines |
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terrain
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This also fixes computation of avatar mass.
Added parameter MaxPersistantManifoldPoolSize.
Fixed a parameter setting bug which caused crashes of there were
more than 400 or so physical objects. I tested up to 5000.
Updated BulletSim DLLs and SOs.
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multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
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command
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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.
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last commit 205f2326
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collisions on objects that don't care are not reported up.
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Add interface 2 enhancements to BSCharacter.
Modify AddForce and SetForce to use the new Bullet interface.
More DetailLog statements for character.
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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
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functional change.
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VectorRenderModule inside its own context, rather than disposing of the old font before using it as a prototype for the new.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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[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.
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FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
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is already its default value as it's a struct.
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scheduling terse updates will not (and does not) update shape information in the viewer
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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.
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trying to find a corrupted memory problem. Update DLL and SO.
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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.
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Signed-off-by: Melanie <melanie@t-data.com>
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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.
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not rebuild the physics mesh. Update the DLLs and SOs to latest version.
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to be consistant with parameter data structure
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on every single sensor sweep.
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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.
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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.
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constants to the script engine.
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Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
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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.
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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.
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ISceneAgent.PresenceType from which IScenePresence inherits.
No other code changes required.
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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.
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Fixes exception that happens when shutting down region (improvements from last patch)
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