Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Convert the AvatarGroupsReply message to the event queue. | Melanie | 2009-10-30 | 1 | -26/+39 |
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* | Add a using for OSD to the client view | Melanie | 2009-10-30 | 1 | -0/+1 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | John Hurliman | 2009-10-30 | 1 | -2/+5 |
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| * | Squelch an error message on sim shutdown when not using MXP | Melanie | 2009-10-30 | 1 | -2/+5 |
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* | | Fixed a regression in SendAvatarGroupsReply() | John Hurliman | 2009-10-30 | 1 | -2/+2 |
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* | * Disables automatic packet splitting on AvatarGroupsReply packets. This ↵ | John Hurliman | 2009-10-30 | 2 | -14/+16 |
| | | | | | | packet is a mess and shouldn't be used at all (in favor of the event queue message) * Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title | ||||
* | * Fix for a potential race condition in ScenePresence.AbsolutePosition | John Hurliman | 2009-10-30 | 3 | -42/+42 |
| | | | | | | | * Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit | ||||
* | * Moving parcel media and avatar update packets from the unthrottled ↵ | John Hurliman | 2009-10-30 | 4 | -22/+25 |
| | | | | | | | category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets | ||||
* | * Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dll | John Hurliman | 2009-10-30 | 4 | -26/+32 |
| | | | | * Prints a warning for any future packet splitting failures | ||||
* | * Fixed a NullReferenceException in GetMovementAnimation() and added more ↵ | John Hurliman | 2009-10-29 | 1 | -29/+35 |
| | | | | | | protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim | ||||
* | * Commented out two noisy debug lines in the LLUDP server | John Hurliman | 2009-10-29 | 3 | -159/+144 |
| | | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate() | ||||
* | More performance improvements to XEngine script loading | John Hurliman | 2009-10-29 | 2 | -54/+37 |
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* | * Misc. formatting cleanup for the previous patch | John Hurliman | 2009-10-29 | 3 | -37/+40 |
| | | | | * Added the new AppDomainLoading variable to the [XEngine] section in the example config | ||||
* | Optimizations | Dan Lake | 2009-10-29 | 5 | -118/+123 |
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* | * Implemented foot collision plane for avatars | John Hurliman | 2009-10-29 | 1 | -215/+44 |
| | | | | * Fixed a NullReferenceException regression | ||||
* | Ported the Simian avatar animation system to OpenSim. Landing is currently ↵ | John Hurliman | 2009-10-29 | 1 | -36/+203 |
| | | | | not working | ||||
* | Fixing NullReferenceException regression in the previous commit | John Hurliman | 2009-10-29 | 1 | -1/+1 |
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* | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 7 | -81/+108 |
| | | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls | ||||
* | Small performance tweaks to code called by the heartbeat loop | John Hurliman | 2009-10-28 | 4 | -117/+53 |
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* | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 2009-10-28 | 4 | -107/+6 |
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* | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 2 | -2/+2 |
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* | * Standalone logins will now go through the sequence of "requested region, ↵ | John Hurliman | 2009-10-28 | 5 | -32/+40 |
| | | | | | | | default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | John Hurliman | 2009-10-28 | 1 | -0/+56 |
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| * | Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim | Melanie | 2009-10-28 | 1 | -3/+3 |
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| * | | Adding changes to previous patch to make it fit into core better | Melanie | 2009-10-28 | 1 | -19/+17 |
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| * | | patch kill by UUID | Fredo Chaplin | 2009-10-28 | 1 | -0/+58 |
| | | | | | | | | | | | | Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | | | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 2009-10-28 | 3 | -5/+12 |
| |/ |/| | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures | ||||
* | | Fixed a bad check on velocity in the ODE near() callback (it was only ↵ | John Hurliman | 2009-10-28 | 1 | -3/+3 |
|/ | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times) | ||||
* | Track timestamps when terse updates were last sent for a prim or avatar to ↵ | John Hurliman | 2009-10-28 | 2 | -2/+10 |
| | | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way) | ||||
* | Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to test | John Hurliman | 2009-10-28 | 1 | -1/+1 |
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* | Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵ | John Hurliman | 2009-10-28 | 1 | -2/+6 |
| | | | | ironed out | ||||
* | Print the exception message when CSJ2K decoding fails for sculpty textures | John Hurliman | 2009-10-28 | 1 | -3/+3 |
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* | Modified visibilities of properties and methods. This is so that SL client ↵ | Mikko Pallari | 2009-10-28 | 2 | -12/+12 |
| | | | | based clients can use UDP server that is inherited from LLUDPServer. | ||||
* | Make map search work also for hyperlinked regions. | Diva Canto | 2009-10-27 | 1 | -4/+6 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | John Hurliman | 2009-10-27 | 23 | -1502/+0 |
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| * | Remove the SECS loader | Melanie | 2009-10-27 | 5 | -443/+0 |
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| * | Remove the rest of SECS. It was never used, except by an experimental version | Melanie | 2009-10-27 | 18 | -1059/+0 |
| | | | | | | | | of the DotNetEngine that was never runnable. | ||||
* | | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 2009-10-27 | 4 | -17/+21 |
|/ | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking | ||||
* | Experimental test to rate limit the incoming packet handler and try to ↵ | John Hurliman | 2009-10-27 | 2 | -0/+29 |
| | | | | always leave a worker thread available for other tasks | ||||
* | Removed the DotNetEngine scripting engine. You will need to create a fresh ↵ | John Hurliman | 2009-10-27 | 36 | -5780/+0 |
| | | | | checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward | ||||
* | Lowering the position tolerance of terse updates for ScenePresences to ↵ | John Hurliman | 2009-10-27 | 1 | -1/+1 |
| | | | | mitigate some of the rubberbanding issues while we are sending incorrect time dilation values | ||||
* | Making the defaults for interest management variables match whether you have ↵ | John Hurliman | 2009-10-27 | 1 | -3/+3 |
| | | | | the [InterestManagement] section in your config or not | ||||
* | Forgot a line in the previous commit | John Hurliman | 2009-10-27 | 1 | -0/+2 |
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* | Finally hunted down the Parallel deadlock. Packets were being handled ↵ | John Hurliman | 2009-10-27 | 1 | -6/+9 |
| | | | | asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool | ||||
* | * Tweak to region module loading to check for a matching constructor first ↵ | John Hurliman | 2009-10-27 | 3 | -23/+29 |
| | | | | | | | instead of throwing and catching exceptions * Commenting out the MySQL startup sequence that cleans out dropped attachments under the advice that it is no longer relevant. If anything, it could be brought back as a database cleanup console command * Updated to the latest libomv 0.8.0-pre. UUID.TryParse() will no longer throw and catch exceptions for most failed UUID parses | ||||
* | * Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵ | John Hurliman | 2009-10-27 | 4 | -8/+12 |
| | | | | | | to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup | ||||
* | * Switched from OpenJPEG to CSJ2K in Meshmerizer | John Hurliman | 2009-10-26 | 1 | -3/+1 |
| | | | | * Tested the previous patch and found no regressions | ||||
* | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 32 | -878/+866 |
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* | * Double the priority on avatar bake texture requests to get avatars rezzing ↵ | John Hurliman | 2009-10-26 | 3 | -62/+69 |
| | | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets | ||||
* | Removing the ClientManager reference from IScene and hiding it entirely ↵ | John Hurliman | 2009-10-26 | 5 | -21/+30 |
| | | | | inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on |