| Commit message (Collapse) | Author | Age | Files | Lines |
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Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
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attribute specifications.
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on initial login region.
Regression from commit ed162a10 (Fri Oct 5 13:50:12 2012)
We had started listening for the client login event for attaching the sound trigger event rather than OnNewClient
Addresses http://opensimulator.org/mantis/view.php?id=6453
Many thanks to danbanner for identifying the exact commit where this went wrong, which made identifying the fix easy.
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because they failed to complete event processing within the given timeout.
This is for bug hunting purposes where thread aborts may be causing dangling lock issues and subsequent vm crashes on mono (with ReaderWriterLockSlim, etc.)
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individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
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easier to extract and inspect the script's asset via "dump asset"
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the terrain. Users can sure find some interesting corner conditions.
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setting properties after the destroy character taint.
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properties after the destroy object taint has happened.
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than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
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dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
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single prim vehicles not working (the surf board now zooms).
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BSDynamics to make velocity vs force calculation clearer.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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restore a child's position in the world based on its position in the moved linkset).
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copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
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in, to avoid race conditions on the client.
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We do this in OpenSim.exe to hide output when unmanaged dll are scanned by mono addins. Libomv has hard-coded path to "." for the openjpeg libraries, causing output to the console when they are scanned. We will cover this up for now, then look at getting libomv to look for the libs outside the "." later.
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Restrict IPresenceData.VerifyAgent to only return bool result
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Inventory transfers: don't do async on asset transfers or now.
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Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
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caused the native shapes to be rebuilt when not necessary.
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to nominate a non-root destination folder.
This is in relation to http://opensimulator.org/mantis/view.php?id=6311
This is after further analysis which shows the viewer expects the server to move the folder for #RLV give but then should be renaming the folder itself.
For some reason this is not happening, possibly because we are not sending BulkUpdates or because we are not using transaction IDs properly.
This needs to be fixed in the future.
However, moving the folder even if the rename isn't correctly triggered in the viewer seems preferable to disabling this code altogether.
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Removed some white space in a line, looking to trigger a build
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Had moved the class to a different namespace but failed to add the reference
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linearMotorUp and related vehicle forces.
Fixed problems with downward vehicle position correction forces being too large.
Add vehicle collision flag so can sense whether vehicle is on the ground.
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uncomment the detail logging when changing the depth of logged info.
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can do anything dumb they wish.
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endings in material definition file.
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VehicleAddForce to set of managed vehicle prim properties.
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forces commented out for the moment for debugging.
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aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
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trigger another build
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5333-)
It looks like the latest Kokua is doing this.
As per http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html, leaving off the second value is legal
This indicates the caller wants the rest of the entity.
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we also get timestamps.
This commit also adds script name, part name, uuid, etc. for later identification.
This information has been sent to console since 2009 but may be turned down if it proves too noisy.
However, I still currently need it to investigate some region problems probably triggered by scripting.
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