Commit message (Collapse) | Author | Age | Files | Lines | |
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* | * Stopped Physical Object saving on SQLite got commented out in my last ↵ | Teravus Ovares | 2008-01-21 | 1 | -4/+16 |
| | | | | commit.. un commenting it out now. | ||||
* | * Added hooks for logout to all IUserService and all that implement it. | Teravus Ovares | 2008-01-20 | 3 | -1/+31 |
| | | | | | | | * Added a Logout message with a name on the console * Added a *fixme* message to figure out why the current agent session is null * After updating you may notice that there's a login <user> and also a logout<user> | ||||
* | Graceful failure of teleport to unavailable regions might actually work now. | Brian McBee | 2008-01-20 | 3 | -10/+32 |
| | | | | | I blame all bugs on the age of my brain cells. | ||||
* | Check if remote simulator is up before attempting teleport. Teleport to a ↵ | Brian McBee | 2008-01-20 | 4 | -26/+71 |
| | | | | remote region should now fail gracefully if remote simulator is down. | ||||
* | * Found and fixed a situation where a neighbor region would come up send a ↵ | Teravus Ovares | 2008-01-20 | 1 | -2/+6 |
| | | | | notice and would be tagged as 'too far away' when it was right next door. | ||||
* | * Announcing the alternative prim early adoption program.. Adding regular ↵ | Teravus Ovares | 2008-01-19 | 2 | -5/+90 |
| | | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres. | ||||
* | Most is back in its original state :) Hope I didn't break anything... *looks ↵ | Tedd Hansen | 2008-01-19 | 1 | -7/+8 |
| | | | | innocent* | ||||
* | removed additional debugging, added temp mega-debugging to StoreLandObject | Tedd Hansen | 2008-01-19 | 3 | -27/+0 |
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* | More debugging | Tedd Hansen | 2008-01-19 | 2 | -10/+8 |
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* | Added exception handler to LandManager IncomingLandObjectFromStorage | Tedd Hansen | 2008-01-19 | 1 | -2/+13 |
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* | Getting closer to that crash .. :) | Tedd Hansen | 2008-01-19 | 1 | -1/+6 |
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* | More debugging | Tedd Hansen | 2008-01-19 | 3 | -0/+16 |
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* | checking return code may make failed teleports fail more gracefully. | Brian McBee | 2008-01-19 | 1 | -17/+19 |
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* | More debugging in hunt for that random startup crash | Tedd Hansen | 2008-01-19 | 1 | -0/+4 |
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* | one more try before I leave | Tedd Hansen | 2008-01-19 | 1 | -6/+6 |
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* | "compile before commit, AND check compile result" - forgot a ; | Tedd Hansen | 2008-01-19 | 1 | -1/+1 |
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* | Still hunting, added debug output | Tedd Hansen | 2008-01-19 | 1 | -3/+10 |
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* | * Potential fix to the 'can't run a script anymore bug' | Teravus Ovares | 2008-01-19 | 1 | -6/+7 |
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* | Added block for scenario: global exception handler called in loop when ↵ | Tedd Hansen | 2008-01-18 | 2 | -5/+10 |
| | | | | | | | exception happens inside global exception handler Added InnerException to output | ||||
* | * Return of the avatar wobble. | Teravus Ovares | 2008-01-18 | 1 | -35/+43 |
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* | Why don't you try compiling before you commit? | Tedd Hansen | 2008-01-18 | 1 | -2/+2 |
| | | | | | No, I don't need to. I'm good, my code never fails! | ||||
* | Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead | Tedd Hansen | 2008-01-18 | 1 | -8/+8 |
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* | Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵ | Tedd Hansen | 2008-01-18 | 1 | -8/+12 |
| | | | | can get rid of that annoying startup crash... | ||||
* | * Physics update to perhaps help people who have capsules that have capsized | Teravus Ovares | 2008-01-18 | 1 | -1/+1 |
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* | On reflection, HasGroupChanged is more appropriate | Justin Clarke Casey | 2008-01-18 | 3 | -15/+15 |
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* | Change SOP.HasChanged to HasPrimChanged in preparation for further changes | Justin Clarke Casey | 2008-01-18 | 3 | -13/+17 |
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* | * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵ | lbsa71 | 2008-01-18 | 2 | -18/+21 |
| | | | | hence always retuning false on GenericObjectPermission. | ||||
* | * Friction reduction update. | Teravus Ovares | 2008-01-18 | 1 | -3/+3 |
| | | | | | * It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is.... | ||||
* | * ODE Physics update. fixed weird rotation of the avatar surrogate. | Teravus Ovares | 2008-01-18 | 3 | -27/+44 |
| | | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s) | ||||
* | Added data structure to be passed through event execution queue so that ↵ | Tedd Hansen | 2008-01-17 | 9 | -47/+85 |
| | | | | events can use llDetect*-commands to find information about event. | ||||
* | * Added llApplyImpulse in the global frame. The object must be physical ↵ | Teravus Ovares | 2008-01-17 | 4 | -1/+72 |
| | | | | before this'll do anything. Be careful with this function as it's easy to loose prim. | ||||
* | * added ForEachPart helper | lbsa71 | 2008-01-17 | 1 | -2/+16 |
| | | | | | * added SetOwnerId that... sets.. OwnerId... on all parts. | ||||
* | * Added and implemented the LSL changed event. | Teravus Ovares | 2008-01-17 | 5 | -6/+81 |
| | | | | | | | * An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP | ||||
* | * Fixed standing up so that you're at the new position of the prim if you ↵ | Teravus Ovares | 2008-01-16 | 1 | -3/+6 |
| | | | | | | | move the prim and then stand up! * Enter llSetPos elevators and conveyors n' stuff.! | ||||
* | Added (experimental) terrain elevate command to allow whole terrain to be ↵ | Tedd Hansen | 2008-01-16 | 2 | -0/+33 |
| | | | | elevated with positive or negative values | ||||
* | * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵ | Justin Clarke Casey | 2008-01-16 | 4 | -97/+133 |
| | | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud. | ||||
* | * Fixed a packet counting issue that I introduced | Teravus Ovares | 2008-01-16 | 3 | -30/+36 |
| | | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds | ||||
* | * Store task inventory when an object is taken into agent inventory | Justin Clarke Casey | 2008-01-16 | 7 | -60/+98 |
| | | | | | | | | * This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish | ||||
* | First part of changing prim's permission flags to use the correct enum ↵ | MW | 2008-01-16 | 3 | -59/+53 |
| | | | | (libsl PermissionMask) | ||||
* | * Slowed down the sim stats update to once every 5 seconds because the ↵ | Teravus Ovares | 2008-01-16 | 2 | -24/+29 |
| | | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue. | ||||
* | * fixed a race condition where several UDP-generated threads would collide ↵ | lbsa71 | 2008-01-16 | 1 | -19/+18 |
| | | | | | | | on accessing AckList * introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch | ||||
* | * Reverted bugfx that really should go into separate commit | lbsa71 | 2008-01-16 | 1 | -18/+19 |
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* | * More work on getting the database framework to actually work | lbsa71 | 2008-01-16 | 1 | -19/+18 |
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* | * Fix for: http://opensimulator.org/mantis/view.php?id=358 | Teravus Ovares | 2008-01-16 | 1 | -2/+13 |
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* | * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵ | Teravus Ovares | 2008-01-16 | 4 | -10/+93 |
| | | | | | | | accurate. * We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now. | ||||
* | * Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵ | Teravus Ovares | 2008-01-16 | 3 | -0/+39 |
| | | | | | | | SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached. | ||||
* | * Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵ | Teravus Ovares | 2008-01-16 | 3 | -25/+110 |
| | | | | | | | over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead. | ||||
* | * Added some comments to the linkset positioning code | Teravus Ovares | 2008-01-15 | 1 | -4/+20 |
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* | * Delinking doesn't leave invisible physical objects behind anymore | Teravus Ovares | 2008-01-15 | 1 | -0/+6 |
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* | * Pass 2 of collidable (non physical) linksets | Teravus Ovares | 2008-01-15 | 4 | -39/+33 |
| | | | | | | | | * Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore) |