aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* Switched the order by which foreign inventory and foreign assets are brought ↵Diva Canto2012-12-091-6/+4
| | | | in, to avoid race conditions on the client.
* UserManagementModule: search the local cache for names too.Diva Canto2012-12-092-1/+11
| | | | Inventory transfers: don't do async on asset transfers or now.
* BulletSim: set material properties for static objects. Move ↵Robert Adams2012-12-082-11/+24
| | | | Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
* BulletSim: fix small problem with setting size/scale of native shapes which ↵Robert Adams2012-12-081-6/+9
| | | | caused the native shapes to be rebuilt when not necessary.
* BulletSim: update comments and add more to TODO list.Robert Adams2012-12-082-4/+10
|
* Re-enable code disabled in f605a62 to allow a TaskInventoryAccepted message ↵Justin Clark-Casey (justincc)2012-12-081-70/+68
| | | | | | | | | | to nominate a non-root destination folder. This is in relation to http://opensimulator.org/mantis/view.php?id=6311 This is after further analysis which shows the viewer expects the server to move the folder for #RLV give but then should be renaming the folder itself. For some reason this is not happening, possibly because we are not sending BulkUpdates or because we are not using transaction IDs properly. This needs to be fixed in the future. However, moving the folder even if the rename isn't correctly triggered in the viewer seems preferable to disabling this code altogether.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-076-358/+461
|\
| * BulletSim: rewrite and improve vehicle angularDeflection, verticalAttraction,Robert Adams2012-12-062-83/+130
| | | | | | | | | | | | linearMotorUp and related vehicle forces. Fixed problems with downward vehicle position correction forces being too large. Add vehicle collision flag so can sense whether vehicle is on the ground.
| * BulletSim: update and add to the TODO list.Robert Adams2012-12-061-31/+56
| |
| * BulletSim: add detail logging detail flag so I don't have to comment and ↵Robert Adams2012-12-061-27/+34
| | | | | | | | uncomment the detail logging when changing the depth of logged info.
| * BulletSim: only check position sanity if the prim is physical -- the user ↵Robert Adams2012-12-061-3/+1
| | | | | | | | can do anything dumb they wish.
| * BulletSim: add values for material friction and restitution. Fix line ↵Robert Adams2012-12-061-191/+185
| | | | | | | | endings in material definition file.
| * BulletSim: Don't add gravity to down force -- let Bullet do that. Add ↵Robert Adams2012-12-061-14/+28
| | | | | | | | VehicleAddForce to set of managed vehicle prim properties.
| * BulletSim: Vehicle angular vertical attraction works. Other vehicle angular ↵Robert Adams2012-12-062-20/+38
| | | | | | | | forces commented out for the moment for debugging.
* | Use a thread abort safe version of OpenMetaverse.DoubleDictionary with the ↵Justin Clark-Casey (justincc)2012-12-071-1/+3
|/ | | | | | | | | | aim of avoiding OpenSimulator problems due to script thread aborts. When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long. However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state. One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it. This is probably the same problem as encountered originally in commit 12cebb12 This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
* Instead of printing script errors out to console, put to debug log so that ↵Justin Clark-Casey (justincc)2012-12-061-1/+11
| | | | | | | | we also get timestamps. This commit also adds script name, part name, uuid, etc. for later identification. This information has been sent to console since 2009 but may be turned down if it proves too noisy. However, I still currently need it to investigate some region problems probably triggered by scripting.
* minor: Fix more compiler warnings in CoreModules tests by properly ↵Justin Clark-Casey (justincc)2012-12-055-5/+16
| | | | overriding OpenSimTestCase.SetUp()
* Add engine-wide events queued and events processed numbers to output of ↵Justin Clark-Casey (justincc)2012-12-051-1/+14
| | | | "xengine status" console command. For debugging purposes.
* Remove some mono warnings in script tests, chiefly where SetUp() wasn't ↵Justin Clark-Casey (justincc)2012-12-055-7/+13
| | | | properly calling to OpenSimTestCase.SetUp()
* Add IScriptInstance.EventsQueued to match EventsProcessed instead of asking ↵Justin Clark-Casey (justincc)2012-12-053-4/+15
| | | | callers to lock and directly inspect the EventQueue
* For now, sort "show scripts" output in descending order sorted by events ↵Justin Clark-Casey (justincc)2012-12-051-3/+21
| | | | | | processed. For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
* Add IScriptInstance.EventsProcessed stat so that we can record this ↵Justin Clark-Casey (justincc)2012-12-053-0/+10
| | | | information and display in "show scripts" for debug purposes
* In XEngine.DoOnRezScript() use Culture.SetCurrentCulture() instead of ↵Justin Clark-Casey (justincc)2012-12-051-2/+1
| | | | constructing a new CultureInfo separately
* On XEngine.ProcessEventHandler(), instead of creating a new CultureInfo on ↵Justin Clark-Casey (justincc)2012-12-051-2/+1
| | | | | | | every call use the single one set by Culture.SetCurrentCulture() This is slightly different in that SetCurrentCulture() does not use overridden settings if the system culture matches en-US but some settings there have been changed. This is what we want - we do not want to use any system overriden settings.
* minor: also comment out the debug log message which reports searching for ↵Justin Clark-Casey (justincc)2012-12-041-2/+2
| | | | child agents in simulator scenes for now.
* minor: Comment out "Delivering IM to..." messages for now.Justin Clark-Casey (justincc)2012-12-041-3/+3
|
* minor: Put Scene.PhysicsRequestAsset() into standard C# xml format.Justin Clark-Casey (justincc)2012-12-041-4/+11
|
* Bug fix in OfflineMessageModule. Mantis #6446Diva Canto2012-12-041-1/+1
|
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2012-12-0314-287/+578
|\
| * BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams2012-12-037-80/+95
| | | | | | | | | | | | | | | | | | | | | | | | static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
| * BulletSim: rework angular corrections to remove any hybrid code and compute ↵Robert Adams2012-12-034-111/+115
| | | | | | | | absolute collections.
| * BulletSim: add stubs for generalization of preStep actions. Will eventually ↵Robert Adams2012-12-032-3/+22
| | | | | | | | replace the specialized vehicle processing with preStep event processing. Add TODO comments about this feature. Redo line endings in TODO file to be all Linux.
| * BulletSim: begin tracking a TODO list. There just are so many things to ↵Robert Adams2012-12-031-0/+112
| | | | | | | | remember to do.
| * BulletSim: revert angular vertical attraction from motor to code. The motor ↵Robert Adams2012-12-031-47/+19
| | | | | | | | code did not return the restoring difference but the current value. Remove unused commented out code.
| * BulletSim: format vehicle detail logging messages so vehicle changs are ↵Robert Adams2012-12-032-17/+17
| | | | | | | | grouped better in the log output.
| * BulletSim: localize vehicle property setting so the vehicle prim is only ↵Robert Adams2012-12-031-33/+128
| | | | | | | | updated at the end of the vehicle simulation step and the push of the physics property update event only happens if the properties are actually changed.
| * BulletSim: Add DumpActivationInfo2 function. Change static objects from ↵Robert Adams2012-12-014-10/+15
| | | | | | | | DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
| * BulletSim: remove time scaling of computed vehicle absolute velocity since ↵Robert Adams2012-11-293-48/+73
| | | | | | | | Bullet will scale the movement by the time slice. Restore LIMIT_MOTOR_UP to definitition of BOAT simce some vehicle engines use it even for land vehicles. Push vehicle parameter updates through the regular property update to solve vehicles floating off when they should be stopped.
| * BulletSim: add copyright header where it is missing. Remove some unnecessary ↵Robert Adams2012-11-292-3/+31
| | | | | | | | 'using' requirements so testing framework is less complicated.
| * BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2012-11-294-10/+26
| | | | | | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
| * BulletSim: reverse direction of hover correction. Removes problem with ↵Robert Adams2012-11-291-8/+8
| | | | | | | | vehicles being orbited.
* | XmlRpcGridRouterBlueWall2012-12-034-19/+77
|/ | | | | | | | | Flesh out XmlRpcGridRouter to reap unused channels from gateway when scripts or objects are removed, or when the llCloseRemoteDataChannel is called. See: http://http://forge.opensimulator.org/gf/project/xmlrpcrouter/ or https://github.com/BlueWall/XmlRpcRouter for php gateway and test code.
* BulletSim: fix boats floating low by removing LIMIT_MOTOR_UP flag from ↵Robert Adams2012-11-281-3/+15
| | | | TYPE_BOAT definition.
* BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams2012-11-287-22/+63
|
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-11-273-4/+66
|\
| * Stop logging spurious asset data for {0} is zero length error for sculpts/meshJustin Clark-Casey (justincc)2012-11-282-1/+9
| | | | | | | | | | | | | | | | ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code).
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-11-284-205/+296
| |\
| * | Show many more primitive properties on console command "show part name/id/pos"Justin Clark-Casey (justincc)2012-11-281-3/+57
| | |
* | | Bug fix in Offline IM for inventory transfers. The items were being placed ↵Diva Canto2012-11-271-11/+15
| |/ |/| | | | | twice in the receiver's inventory.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-11-2780-1991/+2502
|\ \