| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
in, to avoid race conditions on the client.
|
|
|
|
| |
Inventory transfers: don't do async on asset transfers or now.
|
|
|
|
| |
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.
|
|
|
|
| |
caused the native shapes to be rebuilt when not necessary.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| |
| |
| |
| | |
uncomment the detail logging when changing the depth of logged info.
|
| |
| |
| |
| | |
can do anything dumb they wish.
|
| |
| |
| |
| | |
endings in material definition file.
|
| |
| |
| |
| | |
VehicleAddForce to set of managed vehicle prim properties.
|
| |
| |
| |
| | |
forces commented out for the moment for debugging.
|
|/
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
overriding OpenSimTestCase.SetUp()
|
|
|
|
| |
"xengine status" console command. For debugging purposes.
|
|
|
|
| |
properly calling to OpenSimTestCase.SetUp()
|
|
|
|
| |
callers to lock and directly inspect the EventQueue
|
|
|
|
|
|
| |
processed.
For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
|
|
|
|
| |
information and display in "show scripts" for debug purposes
|
|
|
|
| |
constructing a new CultureInfo separately
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
child agents in simulator scenes for now.
|
| |
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
absolute collections.
|
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
remember to do.
|
| |
| |
| |
| | |
code did not return the restoring difference but the current value. Remove unused commented out code.
|
| |
| |
| |
| | |
grouped better in the log output.
|
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
|
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
'using' requirements so testing framework is less complicated.
|
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
vehicles being orbited.
|
|/
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
TYPE_BOAT definition.
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
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).
|
| |\ |
|
| | | |
|
| |/
|/|
| |
| | |
twice in the receiver's inventory.
|
|\ \ |
|