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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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speed.
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This should resolve http://opensimulator.org/mantis/view.php?id=5901
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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constructor and never subsequent set to null.
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
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This is a valid check because the caller could supply an invalid uuid.
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This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller.
Resolves http://opensimulator.org/mantis/view.php?id=5569
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http://opensimulator.org/mantis/view.php?id=5569"
This reverts commit 15ce73caca9ea6448e34b95d344cbbf5c9507f6d.
As per the COMMENTS in http://opensimulator.org/mantis/view.php?id=5569, I was going to fix this in a more general way.
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http://opensimulator.org/mantis/view.php?id=5569
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This uses the same approach as ODE.
radams, if this doesn't work for you please feel free to revert.
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that had come up after the NPC was created.
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In over 4 years this never progressed beyond an unimplemented stub.
This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
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blacklist them for 2 min, so that we don't keep doing remote calls that fail.
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http://opensimulator.org/mantis/view.php?id=5887
Signed-off-by: nebadon <michael@osgrid.org>
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http://opensimulator.org/mantis/view.php?id=5893
Signed-off-by: nebadon <michael@osgrid.org>
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concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
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region by position instead of looking it up all the time -- this was being done during the main update loop!
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not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
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whether the process is 32-bit or 64-bit
In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory.
However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated.
Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected.
This will currently not work with sqlite - I will add that too if this works.
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AvatarPlayAnimation()
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http://opensimulator.org/mantis/view.php?id=5404
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points) print out one short message listing the failing node names rather than lots of exceptions.
Adds skeleton bad float values deserialization test
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grid call would try and contact the wrong uri. Also fixes the build from df960d5
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during LLUDPServer.HandleUseCircuitCode()
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was generated for a mesh
Also adds prim name to the "no asset data" error log message
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creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
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update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
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AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
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