| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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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
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* Prints a warning for any future packet splitting failures
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* Added the new AppDomainLoading variable to the [XEngine] section in the example config
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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
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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
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checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
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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
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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
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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
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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
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removed and several new parameters have been added to [ClientStack.LindenUDP]
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equation to give double weight to prims/avatars in front of you
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[InterestManagement] section. Fixed
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(like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
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This makes SmartThreadPool configurable and also makes it the default, since
the regular thread pool simply stinks.
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for FireAndForget. This lets us limit concurrency to make OpenSim play nice
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Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
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LLProxyLoginModule.
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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* Fixing a log message typo
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prioritization scheme
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to match defaults in code
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htb-throttle
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with a config setting, defaulting to synchronous mode
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more tweaking in the future
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htb-throttle
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Thank you, mcortez.
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* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well
* Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings
* Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
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true/false on the name, rather than gridmode=true.
* Better error messages on Add/Remove clients.
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to 8003 to match the ROBUST default
altered wiki page to reflect this
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* Moved all priority queue access to helper functions to improve reliability and readability
* New version of CSJ2K.dll (from libomv source tree) that fixes a JPEG2000 comment decoding bug
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