| Commit message (Collapse) | Author | Age | Files | Lines |
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AgentUpdate packet. This fixes the problem with vehicles not moving forward
after the first up-arrow.
Code to fix a potential exception when using different IClientAPIs.
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The changes don't seem to be ready for prime time.
This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
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The changes don't seem to be ready for prime time.
This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
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The changes don't seem to be ready for prime time.
This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
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The changes don't seem to be ready for prime time.
This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
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whole linkset.
Override physical property setting for BSLinksetCompound as there are
not children to the compound spape.
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and start changing the logic to handle the base prim as a complex
object (ie, a linkset).
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into the linkset implementation classes.
Add HasSomeCollision attribute that remembers of any component of
a linkset has a collision.
Update vehicle code (BSDynamic) to use the HasSomeCollision in place of
IsColliding to make constraint based linksets properly notice the ground.
Add linkset functions to change physical attributes of all the members
of a linkset.
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PhysicsScene and PhysicsActor.
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the equation. (head rotation was the problematic one)
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lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
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is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
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- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
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observations about AgentUpdates.
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need to dequeue and enqueue items every 1sec.
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significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.
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to "show client stats" (i.e. sent on for further processing instead of being discarded)
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
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AgentUpdate in packets to be discarded at a very early stage.
Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected.
Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much).
Need to see the results with much higher av numbers.
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threads are started/stopped
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stop out" from actually doing anything
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these requests actively on the processing queue if it seems they're not ready.
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always performing these on a separate fired thread.
This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic.
However, needs testing at scale.
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move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
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requests timeout in 60 secs.
There's plenty of room for improvement in handling the EQs. Some other time...
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a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
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This reverts commit 52dc7b2a96a28798d55d07d79d003ce5e3d35216.
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This reverts commit 5495df74436d6c0039a1500d979a964b003abfdf.
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count >0 is not the smartest move...""
This reverts commit 71278919575b0e0222cdbe3c0cefa5919f9a75bc.
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This reverts commit fda91d93dad1fa6f901e8db5829aa8b70477c97e.
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successfully tested, and I'm merging back those changes, which proved to
be good.
Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:""
This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8.
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where the q parmater is ignored and everyghig is always placed on m_lowQueue.
No actual impact presently since nothing ends up calling EnqueueHigh()
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