| Commit message (Collapse) | Author | Age | Files | Lines |
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sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
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to help alleviate clients borking during massive amounts of updates. Needs work.
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simultaneously. (queues)
* This is a temporary fix to prevent an issue with adjohn reported when attempting to login large numbers of users in a short period of time.
* A rewritten login service is on the cards.
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spike when the network connection isn't 100% and fast.
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on the Console.
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final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
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a fixed 30 minute day and the sun going East -> West again. It gets rid of
super noon as well. It's a bit debug heavy right now, which I'll clean up
tomorrow. I also plan to make time progression configurable in OpenSim.ini,
but that will be tomorrow.
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calculation logic into a module
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objects, as it clouds up the console a bit too much
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* fix for ODE geoms not getting disposed of properly when resizing.
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* AssetCache now ignores duplicate uploads
* some m_ refactoring
* ignored some bins
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* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client
* Fixed SendOwnWearables to always operate on self, as that's what it does
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As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
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Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
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its ran, rather than just the first time (or when the addins and addin-db-000 directories were deleted).
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* Ignored some bins
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MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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out to a plugin.
To make opensim search for the new plugin, you will need to delete the "addin-db-000" and "addins" sub directories in bin if you have them.
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velocity.
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use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
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asset is uploaded to it. Don't think the MySql provider needs this call but the Sql provider does else the assets don't get written out to the database file.
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somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice.
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it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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