| Commit message (Collapse) | Author | Age | Files | Lines |
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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is now viewerside" messages regarding currency
This will require all money modules to be refactored!
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Shouldn't see any functional difference.
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Default to off.
To turn mesh parsing DEBUG detail logging on, add
[Mesh]
LogMeshDetail=true
to the INI file.
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to avatar when it becomes root. This packet shows up in the viewer
logs as an error and appears to cause problems for completing the
texture rebake process for v1 viewers in some cases.
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hashes for the purpose of accurately responding to AgentTextureCached
packets. There is a change to IClientAPI to report the wearbles hashes
that come in through the SetAppearance packet. Added storage of the
texture hashes in the appearance. While these are added to the
Pack/Unpack (with support for missing values) routines (which means
Simian will store them properly), they are not currently persisted in
Robust.
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As a struct, Vector3 has already been cloned by MemberwiseClone()
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OpenSimulator session would change the prices on both prims.
This is because the PayPrice array refernence was being memberwise cloned and not the array itself.
Addresses http://opensimulator.org/mantis/view.php?id=6639
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when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
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a compile time variable to turn this logging off if it is too spammy.
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condition when extracting the convex hulls.
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Add debugging messages for hull asset use.
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Default to 'off' as it needs debugging.
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in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
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were being added to scenes if no UserManagementModule was specified.
Without explicit config non-hg UMM is used - this is in common with other HG modules.
This was causing a non-HG module to unpredictably use the UMM or HGUMM, though lack of bug reports suggest either UMM was always used or it didn't matter in this case.
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This is controlled by the viewer, not the server.
So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim.
You probably need to use llPreloadSound() for best results
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This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
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Default to 'off' as it needs debugging.
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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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in chatlogs, etc. temporarily change each instance of this in OpenSimulator so we can identify where it's coming from
For instance, the "Unknown User" in Util.ParseUniversalUserIdenitifer becaomes "Unknown UserUPUUI (class initials + method initials)
This is to help with http://opensimulator.org/mantis/view.php?id=6625
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of a UUID to a name.
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that UUID and when a binding replaces a previous "Unknown User" entry.
This is a temporary measure to hunt down issues where some but not all users see others as "Unknown user" in text chat, etc.
http://opensimulator.org/mantis/view.php?id=6625
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UserManagementModule.GetUserData() to avoid concurrency exceptions
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use yet; the interface will be defined in a later commit.
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in any INI file. Update TODO list.
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EntityTransferModule.CrossAgentToNewRegionAsync()
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EntityTransferModule.CrossAgentToNewRegionAsync()
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CloseChildAgent() above the LocalSimulationConnector level.
This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes).
No functional change apart from elimination of unnecessary chaining of new threads.
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neighbour rather than sending all closes concurrently on a separate thread.
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time.
This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
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user is not prevented from relogging if many neighbours are present but not responsive.
The symptom here is that previous user connections are still present but are labelled active == false
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was wound in a mesh asset
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stats before the region is completely initialized.
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