Merge branch 'master' into httptests
commit
2ce0673af2
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@ -6173,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Threshold for body rotation to be a significant agent update
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// Threshold for body rotation to be a significant agent update
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// use the abs of cos
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// use the abs of cos
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private const float QDELTABody = 1.0f - 0.0001f;
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private const float QDELTABody = 1.0f - 0.00005f;
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private const float QDELTAHead = 1.0f - 0.0001f;
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private const float QDELTAHead = 1.0f - 0.00005f;
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// Threshold for camera rotation to be a significant agent update
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// Threshold for camera rotation to be a significant agent update
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private const float VDELTA = 0.01f;
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private const float VDELTA = 0.01f;
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@ -6199,8 +6199,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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if(
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if(
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
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// || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
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(x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
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// (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
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|| x.ControlFlags != (byte)AgentManager.ControlFlags.NONE// actually all movement controls need to pass
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
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@ -3869,15 +3869,11 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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for (int i = 0; i < parts.Length; i++)
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{
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{
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SceneObjectPart part = parts[i];
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SceneObjectPart part = parts[i];
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if (part.Scale.X > m_scene.m_maxPhys ||
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part.Scale.Y > m_scene.m_maxPhys ||
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part.Scale.Z > m_scene.m_maxPhys )
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{
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UsePhysics = false; // Reset physics
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break;
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}
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if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None)
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if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
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continue; // assuming root type was checked elsewhere
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if (checkShape)
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{
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{
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if (--maxprims < 0)
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if (--maxprims < 0)
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{
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{
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@ -3885,6 +3881,14 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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break;
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}
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}
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}
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}
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if (part.Scale.X > m_scene.m_maxPhys ||
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part.Scale.Y > m_scene.m_maxPhys ||
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part.Scale.Z > m_scene.m_maxPhys )
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{
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UsePhysics = false; // Reset physics
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break;
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}
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}
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}
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}
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}
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@ -927,7 +927,7 @@
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;; The trade-off may be increased memory usage by the script engine.
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;; The trade-off may be increased memory usage by the script engine.
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; ThreadStackSize = 262144
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; ThreadStackSize = 262144
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;; Set this to true (the default) to load each script into a separate
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;; Set this to true to load each script into a separate
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;; AppDomain.
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;; AppDomain.
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;;
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;;
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;; Setting this to false will load all script assemblies into the
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;; Setting this to false will load all script assemblies into the
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@ -936,8 +936,10 @@
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;;
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;;
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;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
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;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
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;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
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;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
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;; Some Windows users have also reported script loading problems when AppDomainLoading = false
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;; at this time some mono versions seem to have problems with the true option
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; AppDomainLoading = true
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;; so default is now false until a fix is found, to simply life of less technical skilled users.
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;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
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; AppDomainLoading = false
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;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
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;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
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;; co-op will be more stable but this option is currently experimental.
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;; co-op will be more stable but this option is currently experimental.
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@ -1693,12 +1693,13 @@
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; Stack size per thread created
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; Stack size per thread created
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ThreadStackSize = 262144
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ThreadStackSize = 262144
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; Set this to true (the default) to load each script into a separate
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; Set this to true to load each script into a separate
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; AppDomain. Setting this to false will load all script assemblies into the
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; AppDomain. Setting this to false will load all script assemblies into the
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; current AppDomain, which will reduce the per-script overhead at the
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; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
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; expense of reduced security and the inability to garbage collect the
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; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
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; script assemblies
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; at this time some mono versions seem to have problems with the true option
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AppDomainLoading = true
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; so default is now false until a fix is found
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AppDomainLoading = false
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; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
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; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
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; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
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; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
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