| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Actually using the one built against Net 2.0 (labelled Newtonsoft.Json.Net20.dll) since the 3.5 build is not compatible with Mono 2.4 (though it is with Mono 2.6)
|
| |
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
|
|
|
| |
This removes Mono.Security.dll which might help with Mono 2.6.3 compatability issues (notwithstanding the sqlite problem)
|
| |
|
|
|
|
|
|
|
|
|
|
| |
root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
Backport from head.
|
| |
|
|
|
|
|
|
| |
configurable. Previously, estate managers could enter god mode, but would
not have any powers. Now estate managers can enter god mode only if this
option is true, and then will have real god powers.
|
|\ |
|
| |
| |
| |
| | |
grid service setting
|
|/
|
|
|
|
| |
the simulator with log level WARN or ERROR and see the output of console commands
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
| |
Add documentation to [Standalone] accounts_authenticate setting
|
|
|
|
| |
[Messaging] switch
|
| |
|
|
|
|
|
|
| |
This switch allows scripts to pass messages to modules via the modSendCommand() function
Modules can then send messages back to scripts via the link_message LSL event through
invoking DispatchReply() on OpenSim.Region.Framework.Interfaces.IScriptModuleComms
|
| |
|
|
|
|
| |
from the region server
|
|
|
|
| |
logins disabled until enabled from the console. Add the AccessModule (WIP)
|
|
|
|
| |
installations
|
|
|
|
| |
messages forwarded while offline. Addresses Mantis #4457
|
| |
|
|
|
|
| |
* For some experimental work with a Sirikata clientstack.
|
|
|
|
| |
placed under bin/Library. This works only for standalones.
|
|
|
|
| |
please revert if I'm wrong
|
|
|
|
| |
cable beach component
|
| |
|
|
|
|
| |
user to set it in Regions.ini. Melanie might want to take a look at this and see if it should be removed altogether.
|
|
|
|
|
|
|
| |
this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section.
* Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
|
|
|
|
| |
This completes http://opensimulator.org/mantis/view.php?id=4395
|
| |
|
|
|
|
|
| |
having this enabled results just in warning messages if no message service is actually available
haivng this disabled results in an unexpected failure if no message service is available
|
|
|
|
| |
command line parsing
|
|
|
|
|
|
|
| |
last week, change av_capsule_tilted to false by default
This appears to now give better ODE physics response (less sinking into the ground, etc.)
Please change it back if this is actually a bad idea for some reason
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
* Prints a warning for any future packet splitting failures
|
|
|
|
| |
* Added the new AppDomainLoading variable to the [XEngine] section in the example config
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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
|
|\ |
|
| | |
|
|/ |
|
|
|
|
| |
checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
|
| |
|
|
|
|
|
|
|
| |
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
|
|
|
|
| |
removed and several new parameters have been added to [ClientStack.LindenUDP]
|