| Commit message (Collapse) | Author | Age | Files | Lines |
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per frame update heartbeat
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descriptive of what it actually does
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* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
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- minor formatting adjustments
- remove some trailing whitespace
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- objectGroup isn't needed here, just use the passed in argument
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stored on a potentially hostile grid. This is not DRM, not should be relied on until after it's been security audited. I'll write a blog post on this explaining how/why/when you should use this, and what it does.
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* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
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(hopefully) helpful messages for identifying corrupt prims and some fixup code for corrupt profile cut data.
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* Calculate an agents height in LLGetAgentSize() from apperance parameters rather than physics avatar numbers
* Another good looking patch from idb - thanks!
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unified as far as tuning (thank heavens).
* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
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* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
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when estate_settings.xml is empty or missing
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Note: New file, run prebuild.
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immedietly.
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* Experimenting with the PacketPool mechanism.
* It's still disabled in the code, however there's now a flag to enable it.
* Converted to use Generic Collections vs Hashtables, also now uses a list of 'OK to pool' packets, starting with the high volume PacketAck packet.
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sliding doors
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- Fix that bug. It will work with OSSearch now, too
- Add some caching to reduce inter-region requests.
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module, thus including estate owners and gods.
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and then the OpenSim.ini only needs to contain instance specific data
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using << and >> in scripts, this will fix it.
rm bin/*.dll ; rm bin/ScriptEngines/*.dll ; rm bin/ScriptEngines/*/*.dll
then rebuild and reinstall
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for that...
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* Add missing PARCEL_MEDIA_COMMAND_* constants
* Fix a copy/paste error in SendParcelMediaUpdate
llParcelMediaCommandList should work now
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you have expressions with strings.
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* Implemented a proper update thread
* Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now.
* This should actually improve performance significantly.. But, see the warning on the next line!
* Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
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See mantis #2379 for some useful scripts that work with this.
Note that I added another configuration parameter in addition to the patch to allow for legacy behavior in the absence of new configuration settings.
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metaverseink search provider to prevent accidental data exposure.
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fix for the LandManagementModule. I changed LandSnapshot to use
CachedUserInfo to take a load off the user server. Also, missing owner
profiles are legit, warning removed.
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the new surface touch parameters in 1.21 viewers.
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for the new surface touch parameters in 1.21 viewers.
TODO: add the touch args to OnGrabObject and OnDeGrabObject.
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XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
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