| Commit message (Collapse) | Author | Age | Files | Lines |
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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an asset back from the cache
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* Resolve a bad logic bug in AssetCache.GetAsset()
* This may make some asset related things work better (possibly getting main map images will now be improved).
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data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
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threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
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the source of the null on multicast_void: error?
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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in timed scripts...
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* turned script asset fetching asynchronous
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AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
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they help with the xfer/grey avatar problems.
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Groups Module, made it shared to save on threads.
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scene)
* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
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* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
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themselves for updates looking for changes. This runs 10 times a second.
* Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update().
* Documented some of the code in the scene.Update method.
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* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender
* Rectifying this is not straightfoward, but this will constitute the next patch.
* This does not explain the memory leak.
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makes it easier to pick out a restart of OpenSim in an appended log file
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
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threads so it will be easier to debug.
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object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
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ASCII!
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Patch provided by Openlifegrid.com
Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet.
Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
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was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
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region server on login
* This will make it more obvious if one accidentally starts one's region server in standalone rather than grid mode but then tries to login to a grid (as I am wont to do)
* We are now sending back a fault code (-32601) if no xmlrpc method is found rather than an ordinary message
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* Trapped a few more into little self contained boxes with padlocks on them.
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* Minor documentation bits
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lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
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to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
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should actually all be uints, but this will hopefully let people log in again.
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creator wants to see a starting region for a user
* This also resolves mantis 601
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If no scriptengine is specified then don't try to load any.
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the randoms segfaults
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In his own words:
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.
This patch fixes that.
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(thanks Chi11ken). when I forgot to commit it on saturday.
[The ComsmsManager will die]
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fix to the b*stard Sakai issue.
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resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.
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to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
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Changed the public IsAdministrator back to protected,
now checks Config to see whether it is allowed to run or not.
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
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got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
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osConsoleCommand Feature to ll-functions.
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