Teravus Ovares
e3a711536b
* ODE - This fixes a few things and breaks a few more.
2008-02-14 01:57:19 +00:00
Tedd Hansen
5f70b8b922
Added a small but maybe important clue that UserServer is not running.
2008-02-14 01:35:17 +00:00
Jeff Ames
4e005fc225
Cleaned up some typos.
2008-02-14 00:44:21 +00:00
Teravus Ovares
0d14c47c28
* Bigisn ODE Stability update 2
2008-02-14 00:39:08 +00:00
Teravus Ovares
3588d89b2c
* Bigish ODE stability Update. Run Prebuild
2008-02-13 23:14:41 +00:00
Teravus Ovares
2e89c01851
* This fixes mantis 553 (It appears that the exception is thrown when there is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
2008-02-13 19:06:35 +00:00
Justin Clarke Casey
df21da6dec
* Patch from Dr Schofld's (IBM). In his own words
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all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client.
the attached patch fixes all LoadFromFileX(.) methods.
Thanks!
* Also small build fix for AvatarFactoryModule
2008-02-13 16:35:42 +00:00
MW
d91c03e23b
Added some locks on the cache Dictionary in AvatarFactoryModule.
2008-02-13 16:29:34 +00:00
Justin Clarke Casey
5e9ae68df4
* Fix for mantis 522. However, I would be a little surprised if this code did much anyway, so perhaps it's not currently in use.
2008-02-13 15:27:11 +00:00
Justin Clarke Casey
3624efde85
* Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)
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* Many thanks to alex_carnell for the necessary information for this
2008-02-13 14:45:32 +00:00
MW
49a5a00b80
Added a method to access a named folder in a users inventory, to the inventory Database interfaces. This could be useful for adding a item to a users inventory from say a web front end application or some other third party application. [note the method is only currently implemented in the sqlite provider]
2008-02-13 14:45:13 +00:00
Teravus Ovares
c1044039d4
* Removed a debug line that got called every frame.
2008-02-13 08:37:50 +00:00
Teravus Ovares
d773ca5147
* Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off.
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* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-13 07:50:15 +00:00
Jeff Ames
001ce95e4c
Clean up more unnecessary String.Format calls
2008-02-13 03:38:18 +00:00
Justin Clarke Casey
a1a206cb05
* Clean up LIBRARY INVENTORY messages
2008-02-13 02:43:41 +00:00
Justin Clarke Casey
1677bde480
* Clean up the agent's asset transactions when it is removed from the scene
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* This may or may not help with the memory leak, need to assess
2008-02-13 00:52:49 +00:00
Justin Clarke Casey
365cf8e455
* Refactor: Move last commit's refactor back to AgentAssetTransactionsManager
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* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
2008-02-13 00:30:51 +00:00
Justin Clarke Casey
2018cf312b
Refactor: factor a method out of AgentAssetTransactionsManager
2008-02-12 22:41:57 +00:00
Justin Clarke Casey
6a3455a98c
* Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and align classes with file names
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* Small amount of ndoc
* This will probably require a prebuild and nant clean
2008-02-12 18:15:54 +00:00
Teravus Ovares
49a6ac300f
* This fixes the object edit box's flipping checkboxes when you modify one of the permission masks or Locked status using the available checkboxes.
2008-02-12 15:47:37 +00:00
lbsa71
d79633b7c7
* various minuscule code convention conformance fixes
2008-02-12 11:21:23 +00:00
Teravus Ovares
e5ede36f0c
* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
2008-02-12 07:32:32 +00:00
Teravus Ovares
6e01769bcf
* A bunch of updates to make things more smooth.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares
c926962862
* This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
2008-02-12 00:01:55 +00:00
Teravus Ovares
f603e57e9a
* Added PhysicsScene.Dispose()
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11 22:54:51 +00:00
Justin Clarke Casey
7647239f32
Tiny change to print out a warning in a situation which almost guaranteeably never occurs anyway
2008-02-11 21:58:58 +00:00
Justin Clarke Casey
c80c6e9774
Documenting and minor tweaks
2008-02-11 20:10:44 +00:00
Tedd Hansen
d1e0b642f4
* Renamed and moved avatar appearance config keys. Everyone who has appearance persistence needs to set new params for it (check OpenSim.ini.example)
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New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
2008-02-11 18:04:12 +00:00
MW
aae37cb1d0
reverted the last three commits
2008-02-11 15:56:01 +00:00
MW
a3837a1e9a
yet another small change (as part of my fight back against Teravus over taking me in the number of commits)
2008-02-11 15:54:22 +00:00
MW
9cce1ab366
another small change
2008-02-11 15:52:59 +00:00
MW
f3ff3a678b
small change
2008-02-11 15:52:18 +00:00
lbsa71
e399141dfb
* Added some connection debugging
2008-02-11 14:09:35 +00:00
lbsa71
c927928245
* some refactoring on permissions
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* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-11 13:26:55 +00:00
Tedd Hansen
59b224a901
Unhandled exception handler hookup is now the first thing to happen when OpenSim starts
2008-02-11 09:11:33 +00:00
Teravus Ovares
e6453d9b9d
* Changed child_get_tasks to see_into_this_sim_from_neighbor.
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* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
2008-02-11 05:19:54 +00:00
Teravus Ovares
a56664cf59
* um, Prim crossings? Experimental.
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* Backup your database just in case.
2008-02-11 01:43:54 +00:00
Tedd Hansen
44058f8ae6
state_entry is now executed on state change.
2008-02-10 22:36:01 +00:00
Tedd Hansen
9a04e0e1c4
We now support LSL state
2008-02-10 22:25:59 +00:00
Dalien Talbot
c935b308e6
The very beginnings of attachments (no detachments! :)
2008-02-10 22:23:11 +00:00
Tedd Hansen
78363c3bab
Bugfix to state command:
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"state default;" rewrite to "state ("default");"
2008-02-10 21:55:26 +00:00
Tedd Hansen
f5cf5ad134
Bugfix on that last Quaternion/Vector patch
2008-02-10 21:43:53 +00:00
Tedd Hansen
3b844cb756
Untested bugfix in state support
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Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
2008-02-10 21:37:19 +00:00
Tedd Hansen
801e95bbe1
Added support for function calls as values in LSL-specific <0,0,0> and <0,0,0,0> Quaternion and Vector
2008-02-10 21:30:46 +00:00
alondria
758458121e
Implements llListStatistics() and a bunch-o-LSL_Types.list statistical methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
2008-02-10 21:28:41 +00:00
Teravus Ovares
38f0615ffe
* This updates adds locking capability. Thanks, lbsa71 for pointing out my bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
2008-02-10 21:27:32 +00:00
Tedd Hansen
0756e01475
Removed some ScriptEngine config debugging.
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Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
2008-02-10 19:03:38 +00:00
Teravus Ovares
b4a19a4fb4
* Added support for delinking individual prim from a linkset.
2008-02-10 18:56:34 +00:00
alondria
c2632a2eb9
Implemented llGetParcelFlags() and llGetRegionFlags(). I don't think the RegionFlags are currently implemented within EstateSettings, thus this is always 0.
2008-02-10 18:08:02 +00:00
alondria
04a5a57b3d
Implements llGetObjectMass()
2008-02-10 17:41:57 +00:00