| Commit message (Collapse) | Author | Age | Files | Lines |
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other side now, assuming the region on the other side has physical prim enabled.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
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object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
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never occurs anyway
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appearance persistence needs to set new params for it (check OpenSim.ini.example)
New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
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taking me in the number of commits)
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* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
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OpenSim starts
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* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
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* Backup your database just in case.
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"state default;" rewrite to "state ("default");"
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Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
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<0,0,0,0> Quaternion and Vector
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methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
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bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
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Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
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RegionFlags are currently implemented within EstateSettings, thus this is always 0.
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Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
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in ClientView
* Changed some uint constants to Enum values
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It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
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** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags. They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
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be sent.
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'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.
'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
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raise land)
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* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
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Cylinder prim.
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characters
* Change logger to not print extra line if [<entry>] <text> like string is not logged
* Remove more of my previous chatty debugging statements
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memory
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques
* Removed most of my debugging gawp
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Just want to try this out on windows quickly.
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you tapered if you didn't have a cut or a hollow.
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* Removed the hull verbosity
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light verbosity to this end
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Enjoy the new physics-friendly prim type.
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