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* "compile before commit, AND check compile result" - forgot a ;Tedd Hansen2008-01-191-1/+1
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* Still hunting, added debug outputTedd Hansen2008-01-192-4/+11
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* Still looking for that startup crash bug. Added some exception handling in ↵Tedd Hansen2008-01-191-52/+59
| | | | prim object load.
* * Potential fix to the 'can't run a script anymore bug'Teravus Ovares2008-01-191-6/+7
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* Added block for scenario: global exception handler called in loop when ↵Tedd Hansen2008-01-182-5/+10
| | | | | | | exception happens inside global exception handler Added InnerException to output
* * Return of the avatar wobble.Teravus Ovares2008-01-181-35/+43
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* Why don't you try compiling before you commit?Tedd Hansen2008-01-181-2/+2
| | | | | No, I don't need to. I'm good, my code never fails!
* Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen2008-01-181-8/+8
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* Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen2008-01-181-8/+12
| | | | can get rid of that annoying startup crash...
* * Physics update to perhaps help people who have capsules that have capsizedTeravus Ovares2008-01-181-1/+1
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* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-183-15/+15
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-183-13/+17
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* * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa712008-01-182-18/+21
| | | | hence always retuning false on GenericObjectPermission.
* * Friction reduction update. Teravus Ovares2008-01-181-3/+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 Ovares2008-01-183-27/+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)
* parametrize like clauses for avatar pickerSean Dague2008-01-171-18/+23
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* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-179-47/+85
| | | | events can use llDetect*-commands to find information about event.
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-174-1/+72
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * added ForEachPart helperlbsa712008-01-171-2/+16
| | | | | * added SetOwnerId that... sets.. OwnerId... on all parts.
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-175-6/+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 Ovares2008-01-161-3/+6
| | | | | | | move the prim and then stand up! * Enter llSetPos elevators and conveyors n' stuff.!
* * More prim inventory synchronizationJustin Clarke Casey2008-01-162-30/+36
| | | | | | * Remove some mysql verbosity
* Added (experimental) terrain elevate command to allow whole terrain to be ↵Tedd Hansen2008-01-162-0/+33
| | | | elevated with positive or negative values
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-165-112/+179
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-163-30/+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 inventoryJustin Clarke Casey2008-01-1610-163/+291
| | | | | | | | * 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 ↵MW2008-01-163-59/+53
| | | | (libsl PermissionMask)
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-162-24/+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.
* * added missing using clauselbsa712008-01-161-0/+1
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* * fixed a race condition where several UDP-generated threads would collide ↵lbsa712008-01-161-19/+18
| | | | | | | on accessing AckList * introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
* * Reverted bugfx that really should go into separate commitlbsa712008-01-161-18/+19
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* * More work on getting the database framework to actually worklbsa712008-01-167-34/+33
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* * Fix for: http://opensimulator.org/mantis/view.php?id=358Teravus Ovares2008-01-161-2/+13
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* * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares2008-01-164-10/+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 Ovares2008-01-164-0/+42
| | | | | | | 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 Ovares2008-01-163-25/+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.
* * Restore non dash asset UUID persistence which was made dashed in r3069Justin Clarke Casey2008-01-151-6/+6
| | | | | | | | * Apologies, any sqlite databases created between r3069 and this change will now contain unfindable assets. * But sqlite asset databases used previous to r3069 will now work again. * This change may have been done on purpose, so it's not impossible it will be re-reverted
* Set svn:eol-style.Jeff Ames2008-01-151-17/+17
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* * Renamed a bunch of Data baseclasses for clarity and readabilitylbsa712008-01-154-7/+7
| | | | | (Slowly getting there)
* * Added some comments to the linkset positioning codeTeravus Ovares2008-01-151-4/+20
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* * Some morw work on specializing the database framework for OpenSimlbsa712008-01-153-3/+21
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* * Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares2008-01-151-0/+6
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-154-39/+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)
* * Mother of all commits:Adam Frisby2008-01-15120-453/+945
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* Set svn:eol-style.Jeff Ames2008-01-145-301/+301
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* * Added specialization of DatabaseMapper, DataReader and ObjectFieldMapper ↵lbsa712008-01-145-0/+302
| | | | | | | | | to support LLVector3, LLQuaternion and LLUUID * Added PrimitiveBaseShapeTableMapper to show how it's done NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
* my Exists check was slow and wrong. This fixes issues peopleSean Dague2008-01-141-5/+24
| | | | | | | were just having on IRC. Thanks to Grumly57 for helping to sort this out.
* good bye ADO.NET to assets, notice faster startup timeSean Dague2008-01-141-103/+66
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* move db open to initialization, which is where it should have beenSean Dague2008-01-141-40/+22
| | | | | | all allong
* * First pass at collidable linksetsTeravus Ovares2008-01-144-41/+154
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.