| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
this appears to cause problems with the system timer resolution.
This caused a problem with tokens going into the root throttle as
bursts leading to some starvation.
Also changed EnqueueOutgoing to always queue a packet if there
are already packets in the queue. Ensures consistent ordering
of packet sends.
|
| |\ \ |
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
|
| |\ \ \ \ |
|
| | | | | | |
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
|
| | | | | | |
|
| |\ \ \ \ \ |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
| |\ \ \ \ \ \
| | |/ / / / /
| |/| | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
|
| |_|_|_|_|/
|/| | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
are coalesced to inventory
This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini
Default is true.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
testing to make sure HG inventory isn't broken by this (it shouldn't).
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \ |
|
| |\ \ \ \ \ \ |
|
| | | | | | | | |
|
| |/ / / / / /
|/| | | | | | |
|
|/ / / / / / |
|
| | | | | | |
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| | |_|_|_|/
| |/| | | | |
|
| | |_|_|/
| |/| | |
| | | | |
| | | | |
| | | | | |
initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
|
|/ / / /
| | | |
| | | |
| | | | |
this change makes it possible to set an absolute position on a group before it is put into a scene.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
|
| | | |
| | | |
| | | |
| | | | |
CoalescedSceneObjects from the serializer.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
as the item.
This now only happens for the first object (which was the item selected last when the coalesce was originally taken)
This matches the expected behaviour of the environment as seen on the Linden Labs grid.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
inventory
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
|
| | | |
| | | |
| | | |
| | | | |
now, only saves to .png.
|
| |_|/
|/| | |
|
| | |
| | |
| | |
| | | |
RayEndIsIntersection byte
|