UbitUmarov
774c42e7fb
fix some compile
2015-09-08 17:02:44 +01:00
UbitUmarov
31afc76fcf
fix some compile
2015-09-08 16:51:42 +01:00
UbitUmarov
5b3e2ab9aa
Merge branch 'mbworknew1' into ubitworkvarnew
2015-09-08 15:03:22 +01:00
Robert Adams
4dd17c4117
More 'everything is a module' merging.
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Have most of UbitOde converted.
There are compile errors in OpenSimBase as the new modules stuff is not all there.
Removed ChOdePlugin as it's connection to OdePlugin was tangled.
2015-09-08 06:15:46 -07:00
UbitUmarov
29d78f7e3a
add script events per sec stat, using the time report code, but ignoring the time for nowwq
2015-09-08 14:13:56 +01:00
Robert Adams
e5367d822b
Merge of ubitworkvarnew with opensim/master as of 20150905.
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This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
2015-09-08 04:54:16 -07:00
UbitUmarov
16025fa34b
remove a forgotten cast to int
2015-09-06 20:28:59 +01:00
Diva Canto
82ea4179da
Clean up viewer-based access control specifications.
2015-09-06 10:00:20 -07:00
UbitUmarov
3a0137cb45
fix odd drawdistance control initialization
2015-09-06 16:36:30 +01:00
UbitUmarov
c1a4786be0
still a missing stat ID
2015-09-06 01:01:31 +01:00
UbitUmarov
0ddcc55166
let extra stats travel side by side with viewers ones... try to fix damm array indexes all over the place
2015-09-06 00:32:20 +01:00
UbitUmarov
2130984bef
a few changes to stats. Array order coerent on users. give up on moses stats for now, since SimExtraStatsCollector cant reach SimStatsReport etc
2015-09-04 23:07:25 +01:00
Diva Canto
d00f73c3a4
Deleted OpenSim.Framework.Communications. Moved its two remaining files to OpenSim.Framework.
2015-09-04 14:39:23 -07:00
Diva Canto
218eb908be
In SceneGraph, use the property PhysicsScene instead of the variable _PhysScene, so that it gets properly initialized before being dereferenced.
2015-09-04 10:54:04 -07:00
UbitUmarov
a54e0339ef
remove a forgotten 1000.9 factor on physics fps
2015-09-04 14:33:46 +01:00
UbitUmarov
08f9c54554
use GetTimeStampMS to increase heartbeat and stats timing resolution. some rearrange on stat code ( MOSES special ones still out )
2015-09-04 12:05:31 +01:00
UbitUmarov
cdaed11387
at last we can login and see objects ( friends is dead and disable in
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scenepresence)
2015-09-03 18:39:08 +01:00
UbitUmarov
a11edceb00
seems to compile ( tests comented out)
2015-09-02 19:54:53 +01:00
UbitUmarov
371c9dd2af
bad merge?
2015-09-01 14:54:35 +01:00
Diva Canto
11194209df
First commit where physics work as region module.
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Moved all physics dlls out of Physics and into bin directly, so they can be found by the module loader.
Removed call to PhysicsPluginManager.
2015-08-31 14:09:15 -07:00
UbitUmarov
31a50a73cb
dont change camera on crossings
2015-08-31 14:21:50 +01:00
UbitUmarov
4905c74ddf
start sending terrain patchs in completmovement where we know its
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position. Also reset camera to position on makeroot
2015-08-31 14:08:32 +01:00
Diva Canto
ce2c67876e
More namespace and dll name changes. Still no functional changes.
2015-08-30 21:05:36 -07:00
Diva Canto
2c0cad6dd3
Renamed the namespaces too
2015-08-30 20:29:31 -07:00
Diva Canto
5648eb7bd1
Moved instantiation of SceneCommunicationService object to inside the scene constructor. This was a left over from the original monolithic design of scene communications. The less the instantiators of scenes know about the scene's internals, the better.
2015-08-30 15:52:26 -07:00
UbitUmarov
0edffae7e4
more on tps and crossings
2015-08-30 19:17:35 +01:00
Diva Canto
f6d79c7cbb
Mantis #7713 : fixed bug introduced by 1st MOSES patch.
2015-08-30 11:07:27 -07:00
UbitUmarov
b114a04ed4
fix NeighborRegions code
2015-08-29 03:41:43 +01:00
UbitUmarov
b82b16c954
take taints check terrain out of Onframe event and add a new event for it. Slow it down to 1/4 heartbeat rate (once every 363ms aprox)
2015-08-27 15:01:15 +01:00
UbitUmarov
244f0c6352
change terrain internal representation to float. ushort work with legal
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sl terrain, but may break existent terrain and that may cost a lot more
than the cost of memory
2015-08-25 16:51:48 +01:00
UbitUmarov
64d05bab0f
terrain stored as ushorts with gzip compression
2015-08-25 13:36:45 +01:00
UbitUmarov
1c752296bf
change internal representation of terrain from int to ushort. This will
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suporte height from 0 to 655.53m that includes SL limits ( still need to
add code to trap eventual negative values from dbs or user input)
2015-08-24 18:40:28 +01:00
UbitUmarov
3829df1059
try to implement core load oar options
2015-08-24 17:05:16 +01:00
Robert Adams
11209c72f5
In ScenePresence, when removing from the physical scene, unsubscribe
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from collisions before removing the collision callbacks.
Should not make operational differences.
2015-08-23 21:13:40 -07:00
UbitUmarov
6555bbffaa
remove the noise part on the PinHeadIsland. why to want something that
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does not compress well on island?
2015-08-21 00:47:44 +01:00
UbitUmarov
f6a59f74ab
remove a 256m check
2015-08-21 00:35:55 +01:00
Jeff Kelley
e1a455eae5
Fix multiple moving_end and add moving_start to llSetKeyframedMotion
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Signed-off-by: Melanie Thielker <melanie@t-data.com >
2015-08-20 00:24:14 +02:00
Melanie Thielker
028506cf3c
Partial plumbing for the agent stateful module features negotiation
2015-08-20 00:18:45 +02:00
UbitUmarov
d2776ec645
funny bug
2015-08-19 17:14:29 +01:00
UbitUmarov
601914ecd8
find sending of initial terrain using PushTerrain as os core
2015-08-19 16:28:03 +01:00
UbitUmarov
7661366223
minor change
2015-08-19 15:24:12 +01:00
UbitUmarov
0af2fafddf
add missing regionExtent setup and Scene physicsscene configuration ( not
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exactly as core)
2015-08-19 11:04:28 +01:00
UbitUmarov
0b105da626
Merge branch 'mbworkvar2' into ubitvar
2015-08-19 08:48:50 +01:00
Melanie Thielker
c83da03183
Create want and need lists for agent data interchange formats.
2015-08-16 01:45:15 +02:00
Oren Hurvitz
d24528b3bc
Show Script Time in the statistics panel
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The value shown is the number of milliseconds per frame that were spent executing scripts in this region.
2015-08-11 08:44:26 +01:00
Oren Hurvitz
4ad1468165
Better handling of invalid XML: a) prevent infinite loop on EOF; b) better logging
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If the XML was truncated for some reason then ExecuteReadProcessors() would get into an infinite loop, using high CPU. Now it detects EOF (and several other error cases) and aborts.
The rest of the changes just improve logging of XML in case of errors, so that we can see what the bad XML is.
2015-08-11 07:35:37 +01:00
Diva Canto
959872315f
WARNING: massive refactor to follow libomv's latest changes regarding inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum.
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This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
2015-08-08 12:12:50 -07:00
Oren Hurvitz
5a59a6d445
Removed unused variable
2015-08-03 15:31:48 +03:00
Robert Adams
fdb7a804fc
Add an option to processes physics collisions using FireAndForget.
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Off by default but set with [Startup]ShouldUseFireAndForgetForCollsions=true
There is a problem with physics colliions sometimes stopping. One suspicion
is that the long callback path from the physics engine into the script engine
is causing problems. Enabling this feature passes the collision into the
script engine on a separate thread and not the main simulation thread.
Tester can enable this and see if the collsions stay around. If they still
fail, this commit should be reverted and another solution looked for.
2015-08-02 22:31:53 -07:00
Diva Canto
e5a1243abc
Mantis #7657 and #7514 . This should alleviate the problem of bad object assets being passed around via HG and archives. No guarantees that all the leaks have been found, but at least it detects and fixes these bad assets upon:
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(1) storing and getting assets over HG -- assuming the core HG asset service is being used (not the case with OSGrid!)
(2) importing assets via OAR and IAR
Instantiation of bad assets now should also work, instead of producing an exception, but the bad assets themselves aren't being fixed in the DB. That should be done with a cleaning tool -- see Perl script in Mantis #7657 .
Virus!
2015-08-01 18:58:05 -07:00