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2012-08-07 use a bit more complex mesh key identifier, plus a bug fixUbitUmarov3-29/+96
2012-08-06** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov7-55/+174
including unmanaged memory allocations (allocated by managed code)
2012-08-05bug fix: keep sculpt bitmaps border pixels during resolution scaling.UbitUmarov3-15/+78
let this eventually have diferent interpolator last steps on each direction as sl seems to do.
2012-08-05 ubitmeshing: mask out mirror and invert bits on sculpttype convertion.UbitUmarov3-449/+12
Remove some unused
2012-08-04*feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov1-6/+15
than uploaded meshs, making it change the mesh level of detail from high to low. This will work on all prims that get a internal mesh or sculpts. Mesh size reduction will depend on particular shape. This is not as SL. There prims do also get concave areas. Uploaded meshs work as before. A normal 10x10x10 torus gets 152 vertices in place of 900, and 198 faces in place of 1198.
2012-08-04fix build on winUbitUmarov1-2/+2
2012-08-03 on presence close(), release animator and OnRegionHeartbeatEnd eventUbitUmarov1-0/+7
2012-08-03Make WaitGetScenePresence wait for up to 20 secondsMelanie1-1/+1
2012-08-03Remove another superflouous IsActive setMelanie1-2/+0
2012-08-03Remove a merge artefaci in IsActive handling and restore commented out ↵Melanie1-2/+1
correct one
2012-08-03minor change avoiding a null referenceUbitUmarov1-2/+4
2012-08-03clientview IsActive use is broken. Suspend it's use keeping it true ( toUbitUmarov1-3/+3
review later)
2012-08-03refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)3-3/+3
FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
2012-08-03Don't bothre setting RezzingObjectID to UUID.Zero in SOG constructor - this ↵Justin Clark-Casey (justincc)1-3/+4
is already its default value as it's a struct.
2012-08-03ImprovedTerseObjectUpdate packet does not support shape updates, thus ↵SignpostMarv1-1/+1
scheduling terse updates will not (and does not) update shape information in the viewer
2012-08-03Make sure the position of a loggin-in agent is within region boundaries sinceMelanie1-0/+9
out of bounds positions cause a rejection of the login.
2012-08-03Fixed a rare bug that caused Save OAR to fail because it thought it had ↵Oren Hurvitz1-5/+11
timed-out The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
2012-08-03Save membership fee to the database when a group is created.Kevin Cozens1-25/+25
2012-08-02BulletSim: Debugging log statements added. Reduced size of updata buffer ↵Robert Adams2-6/+27
trying to find a corrupted memory problem. Update DLL and SO.
2012-08-03Add a reason message for a code path that lacks oneMelanie1-0/+1
2012-08-03minor: Comment out "Deleting asset" log messages for nowJustin Clark-Casey (justincc)2-2/+4
2012-08-03Delete old blank SOGSpamTestJustin Clark-Casey (justincc)1-37/+0
2012-08-03Properly dispose of all GDI+ entities used in VectorRenderModule for dynamic ↵Justin Clark-Casey (justincc)1-253/+316
textures. The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement. This may be particularly important for GDI+ objects since they encapsulate native code entities.
2012-08-02Initialize the Rezzing object to UUID.ZeroMelanie1-3/+4
2012-08-02Add simple draw test for the VectorRenderModuleJustin Clark-Casey (justincc)1-0/+75
2012-08-02reduced-complexity implementation of function to get rezzing object keySignpostMarv5-1/+29
Signed-off-by: Melanie <melanie@t-data.com>
2012-08-01Create the ability for physics modules to request assets on demand byMelanie3-0/+22
themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
2012-08-01Fix a bug in pCampbot grabbing behaviour where an exception would be thrown ↵Justin Clark-Casey (justincc)1-0/+3
if the bot was not yet aware of any objects.
2012-08-01Look up the NPC module when the SensorRepeat class is created, rather than ↵Justin Clark-Casey (justincc)1-5/+6
on every single sensor sweep.
2012-07-31BulletSim: fix problem where resizing a primary shape (cube or sphere) would ↵Robert Adams2-5/+3
not rebuild the physics mesh. Update the DLLs and SOs to latest version.
2012-07-31BulletSim: change boolean parameters in the shape data from int's to float's ↵Robert Adams2-7/+11
to be consistant with parameter data structure
2012-08-01Change exception log messages in XInventoryService connector to error rather ↵Justin Clark-Casey (justincc)1-9/+8
than debug, since these signal real problems. Also outputs full exception instead of just the message to aid diagnostics.
2012-07-31Resolve a deadlock between INPCModule and SensorRepeat by replacing the ↵Justin Clark-Casey (justincc)1-35/+43
SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep. A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal. Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status. This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.
2012-07-31Fix bug in SoundModule.TriggerSound() where every sound update to an avatar ↵Justin Clark-Casey (justincc)1-3/+6
would base its gain calculation on the previous avatar's gain, instead of the original input gain. This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.
2012-07-31Reverse a senseless change in the prioritizer. Why I would want avatars to ↵Melanie1-3/+9
render according to their camera position is beyond me.
2012-07-31Adds support to ScriptModuleComms for region modules to exportMic Bowman3-2/+74
constants to the script engine.
2012-07-31BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams6-29/+164
Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
2012-07-30If we're fetching active gestures via the XInventoryServiceConnector, then ↵Justin Clark-Casey (justincc)1-1/+1
properly look at the ITEMS dictionary already returned rather than the level above this.
2012-07-30Correct StandUp position and rotationMelanie1-1/+3
2012-07-29Return world rotation on llGetObjectDetails()'s OBJECT_ROTMelanie1-1/+11
2012-07-29Return world rotation on llGetObjectDetails()'s OBJECT_ROTMelanie1-4/+10
2012-07-29Fix an exception while outputting a log messageMelanie1-1/+1
2012-07-29When controls are released by script, don't drop the permission toMelanie1-2/+0
retake them.
2012-07-29See that if controls are taken, those are released before taking new onesMelanie1-0/+3
2012-07-29Bump number of URLs to 15000 per regionMelanie1-1/+1
2012-07-28Fix some merge issues and a functional issue in the scene managerMelanie1-1/+1
2012-07-28LSL/OSSL lacks Math.Min & Math.Max implementations.SignpostMarv3-0/+54
2012-07-27Avoid a race condition between the scene shutdown thread and the update ↵Justin Clark-Casey (justincc)1-3/+5
thread since commit c150320 (Thu Jul 26 15:27:18 2012) c150320 started explicitly disposing of the physics scene and nulling it out on region shutdown. However, the update loop may not have yet checked Scene.ShuttingDown, particularly if avatars were not in the scene, causing failure when it tried to lookup time dilation. This commit moves the setting of m_shuttingDown above the existing 500ms pause to notify avatars that they are being kicked. This should not affect the few other places that use this flag.
2012-07-27making first run more resilient to bad input (loop until good input, rather ↵SignpostMarv1-7/+19
than crash)
2012-07-27Remove the LandGeom checks in OdeScene - these are pointless since LandGeom ↵Justin Clark-Casey (justincc)1-4/+2
is always IntPtr.Zero and contacts returned always have a valid geometry. Possibly this was for a feature that was never implemented or was otherwise removed. Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.