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* * added count of texture data bytes and asset byteslbsa712008-02-091-0/+6
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* * added two new commands (for debug/disaster recovery)lbsa712008-02-091-0/+10
| | | | | | | | '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.
* Added undocumented "modules list" command, lists shared region modules.Tedd Hansen2008-02-091-1/+15
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* Applied patch from mirceakitsune to fix #502 (lower land does the same as ↵Jeff Ames2008-02-091-1/+1
| | | | raise land)
* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-093-2/+40
| | | | | | * 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
* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-094-2/+87
| | | | Cylinder prim.
* * Tweaked timing of rapid mesh requests. Helps a race condition.Teravus Ovares2008-02-091-2/+13
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* * Change logger to handle [<entry>] where <entry> contains non alphabetic ↵Justin Clarke Casey2008-02-091-1/+1
| | | | | | | | | characters * Change logger to not print extra line if [<entry>] <text> like string is not logged * Remove more of my previous chatty debugging statements
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-094-12/+18
| | | | | | | | | 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
* Mostly debugging verbosity which I shall very shortly comment out.Justin Clarke Casey2008-02-093-3/+15
| | | | | | Just want to try this out on windows quickly.
* * Fixed a situation in ODE where it didn't call the mesher on a cube when ↵Teravus Ovares2008-02-081-0/+3
| | | | you tapered if you didn't have a cut or a hollow.
* * Added Taper support to the Meshmerizer for Cube and Cylinder.Teravus Ovares2008-02-083-14/+83
| | | | | | * Removed the hull verbosity
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-084-7/+24
| | | | light verbosity to this end
* * Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. ↵Teravus Ovares2008-02-081-42/+44
| | | | Enjoy the new physics-friendly prim type.
* refactor - remove unused m_children from EntityBaseJustin Clarke Casey2008-02-082-24/+4
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* Minor refactoringJustin Clarke Casey2008-02-081-19/+15
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* Minor ScenePresence related refactoringJustin Clarke Casey2008-02-082-18/+30
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* * Dun-dun-dun. JavaScript scripting now actually works. :)Adam Frisby2008-02-081-3/+2
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* * Made some terrain functions faster computationally.Adam Frisby2008-02-082-16/+8
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* * Adding console spam to help track 'The Steve Bug'.Adam Frisby2008-02-082-5/+18
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* change counter from 3 => 2 based on feedback from mirceakitsune on mantisSean Dague2008-02-081-1/+1
| | | | | | http://opensimulator.org/mantis/bug_view_page.php?bug_id=490
* From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague2008-02-081-1/+12
| | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group.
* small bit of refactoring, MW2008-02-082-4/+11
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* * Removed a statement that crashes the Meshmerizer if you don't have a ↵Teravus Ovares2008-02-081-1/+1
| | | | specific /dev/ folder
* * Okay, fixed the path cut offset, however the inner wall isn't properly ↵Teravus Ovares2008-02-081-2/+2
| | | | 'cut' from the hull, so slightly better support, but still limited.
* * This update adds limited support for Cylinder meshed prim in the ↵Teravus Ovares2008-02-083-1/+312
| | | | Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
* * Fix: Send Parcel data on region crossing.Teravus Ovares2008-02-082-0/+3
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* Missed one event message that needed to beCharles Krinke2008-02-081-8/+9
| | | | | commented out.
* Make timer events from scripts a little less chatty. Charles Krinke2008-02-082-12/+16
| | | | | DEBUG is defined by default in the Linux build.
* Maybe VB.Net will compile now... who knows ;)Tedd Hansen2008-02-071-8/+8
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* Same VB.Net patch done right.Tedd Hansen2008-02-071-4/+9
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* VB.Net compiler might work on Windows now.Tedd Hansen2008-02-071-1/+1
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* * Fixed negative child agents in the sim stats.Teravus Ovares2008-02-071-0/+6
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* * This update contains a bucket-full of network optimizations.Teravus Ovares2008-02-075-7/+52
| | | | | | | | | * ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
* * didn't save :P so, this is the other half to my last commitTeravus Ovares2008-02-071-1/+20
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* Update version numbers to 0.5Jeff Ames2008-02-072-2/+2
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* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-073-2/+21
| | | | Remove the flag if you delete all of the scripts in the object.
* * Allow terrain load-tile for RAW filesJustin Clarke Casey2008-02-061-1/+57
| | | | | | * Patch from Sophie Lee [webmage] - IBM. Thanks very much!
* * Chasing down memory leak where memory used by a client is not returned on ↵Justin Clarke Casey2008-02-064-9/+49
| | | | | | | | client logout * This code may or may not be on the right track, but I want to save my work so far.
* * Marking off which uses of catch (Exception e) is legit and which are not, ↵Adam Frisby2008-02-065-12/+12
| | | | for later removal/replacement.
* * Added debug message to try track down Mantis#305.Adam Frisby2008-02-061-0/+1
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* Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames2008-02-063-40/+9
| | | | | Fixes locking issues with Animations in ScenePresence (bug #324)
* * Fixed script count incrementer. Was decrementing but only incrementing ↵Teravus Ovares2008-02-061-2/+2
| | | | when a script was requested by UUID
* * Put the script run limiter on the SceneObjectPart as otherwise you can ↵Teravus Ovares2008-02-061-13/+15
| | | | drop scripts in prim and they'll still run with scripts disabled.
* * Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares2008-02-064-4/+76
| | | | debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
* Cleaned up some unreachable code warnings.Jeff Ames2008-02-061-10/+0
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* Fixed typo in Mag() (Thanks lc_tuco for pointing this out)Jeff Ames2008-02-061-1/+1
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* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-068-13/+441
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Fixed regex in LSL2CSConverter so it will properly handle casting to ↵alondria2008-02-061-2/+2
| | | | | | | (string) part of vector (eg. vector.z) This fixes Mantis 388
* Somehow llList2Float never made it into LSL_BaseClass and ↵alondria2008-02-063-1/+6
| | | | LSL_BuiltIn_Commands_Interface - it is now (and foxes Mantis 395)