7132877075 
								
							
								 
							
						 
						
							
							
								
								* Log progress messages when loading OAR files with a lot of assets  
							
							... 
							
							
							
							* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls 
							
						 
						
							2009-10-29 01:46:58 -07:00  
				
					
						
							
							
								 
						
							
							
								59eb378d16 
								
							
								 
							
						 
						
							
							
								
								Small performance tweaks to code called by the heartbeat loop  
							
							
							
						 
						
							2009-10-28 23:10:16 -07:00  
				
					
						
							
							
								 
						
							
							
								1c9696a9d2 
								
							
								 
							
						 
						
							
							
								
								Always send a time dilation of 1.0 while we debug rubberbanding issues  
							
							
							
						 
						
							2009-10-28 15:11:01 -07:00  
				
					
						
							
							
								 
						
							
							
								a069a1ee68 
								
							
								 
							
						 
						
							
							
								
								Limit physics time dilation to 1.0  
							
							
							
						 
						
							2009-10-28 14:44:05 -07:00  
				
					
						
							
							
								 
						
							
							
								b81c829576 
								
							
								 
							
						 
						
							
							
								
								* Standalone logins will now go through the sequence of "requested region, 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 
							
						 
						
							2009-10-28 14:13:17 -07:00  
				
					
						
							
							
								 
						
							
							
								c003f49432 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' of ssh://opensimulator.org/var/git/opensim  
							
							
							
						 
						
							2009-10-28 12:45:56 -07:00  
				
					
						
							
							
								 
						
							
							
								a65c8cdc38 
								
							
								 
							
						 
						
							
							
								
								* Reduce the velocity tolerance on sending terse updates to avoid slowly 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 
							
						 
						
							2009-10-28 12:45:40 -07:00  
				
					
						
							
							
								 
						
							
							
								ee0f7e10c8 
								
							
								 
							
						 
						
							
							
								
								Fixed a bad check on velocity in the ODE near() callback (it was only checking for velocity in certain directions, and was calling the get_Velocity() function three times)  
							
							
							
						 
						
							2009-10-28 12:20:34 -07:00  
				
					
						
							
							
								 
						
							
							
								184e85cdec 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim  
							
							
							
						 
						
							2009-10-28 18:26:31 +00:00  
				
					
						
							
							
								 
						
							
							
								c17359fea5 
								
							
								 
							
						 
						
							
							
								
								Adding changes to previous patch to make it fit into core better  
							
							
							
						 
						
							2009-10-28 18:25:37 +00:00  
				
					
						
							
							
								 
						
							
							
								bff0d75e0f 
								
							
								 
							
						 
						
							
							
								
								patch kill by UUID  
							
							... 
							
							
							
							Signed-off-by: Melanie <melanie@t-data.com> 
							
						 
						
							2009-10-28 18:09:50 +00:00  
				
					
						
							
							
								 
						
							
							
								cdbeb8b83b 
								
							
								 
							
						 
						
							
							
								
								Track timestamps when terse updates were last sent for a prim or avatar to avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)  
							
							
							
						 
						
							2009-10-28 03:21:53 -07:00  
				
					
						
							
							
								 
						
							
							
								587c35f6b6 
								
							
								 
							
						 
						
							
							
								
								Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to test  
							
							
							
						 
						
							2009-10-28 02:30:16 -07:00  
				
					
						
							
							
								 
						
							
							
								2d470f8bde 
								
							
								 
							
						 
						
							
							
								
								Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ironed out  
							
							
							
						 
						
							2009-10-28 01:48:53 -07:00  
				
					
						
							
							
								 
						
							
							
								e31024f08b 
								
							
								 
							
						 
						
							
							
								
								Print the exception message when CSJ2K decoding fails for sculpty textures  
							
							
							
						 
						
							2009-10-28 01:30:39 -07:00  
				
					
						
							
							
								 
						
							
							
								8254256fe9 
								
							
								 
							
						 
						
							
							
								
								Modified visibilities of properties and methods. This is so that SL client based clients can use UDP server that is inherited from LLUDPServer.  
							
							
							
						 
						
							2009-10-28 00:41:13 -07:00  
				
					
						
							
							
								 
						
							
							
								603e3650d3 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' of ssh://opensimulator.org/var/git/opensim  
							
							
							
						 
						
							2009-10-28 00:30:46 -07:00  
				
					
						
							
							
								 
						
							
							
								588c543299 
								
							
								 
							
						 
						
							
							
								
								Updating the OpenJPEG libraries to the versions from libomv 0.8.0  
							
							
							
						 
						
							2009-10-28 00:29:40 -07:00  
				
					
						
							
							
								 
						
							
							
								79bf906e7d 
								
							
								 
							
						 
						
							
							
								
								Changed True to true in OpenSim.ini.example.  
							
							
							
						 
						
							2009-10-27 20:33:14 -07:00  
				
					
						
							
							
								 
						
							
							
								6a6a8df1ba 
								
							
								 
							
						 
						
							
							
								
								Make map search work also for hyperlinked regions.  
							
							
							
						 
						
							2009-10-27 20:32:48 -07:00  
				
					
						
							
							
								 
						
							
							
								76dc52dba4 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' of ssh://opensimulator.org/var/git/opensim  
							
							
							
						 
						
							2009-10-27 16:26:02 -07:00  
				
					
						
							
							
								 
						
							
							
								0c466b28bb 
								
							
								 
							
						 
						
							
							
								
								Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking  
							
							
							
						 
						
							2009-10-27 16:24:43 -07:00  
				
					
						
							
							
								 
						
							
							
								c09eb00031 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'vehicles' into tests  
							
							
							
						 
						
							2009-10-27 23:32:39 +01:00  
				
					
						
							
							
								 
						
							
							
								1113b3b6eb 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'vehicles' into tests  
							
							... 
							
							
							
							Conflicts:
	OpenSim/Region/Physics/Manager/PhysicsActor.cs
	OpenSim/Region/Physics/OdePlugin/ODEPrim.cs 
							
						 
						
							2009-10-27 22:42:55 +01:00  
				
					
						
							
							
								 
						
							
							
								704bc08e5c 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' into vehicles  
							
							
							
						 
						
							2009-10-27 21:17:08 +00:00  
				
					
						
							
							
								 
						
							
							
								12da4d4242 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' of ssh://opensimulator.org/var/git/opensim  
							
							
							
						 
						
							2009-10-27 14:16:53 -07:00  
				
					
						
							
							
								 
						
							
							
								f89c2cac0f 
								
							
								 
							
						 
						
							
							
								
								Experimental test to rate limit the incoming packet handler and try to always leave a worker thread available for other tasks  
							
							
							
						 
						
							2009-10-27 14:16:01 -07:00  
				
					
						
							
							
								 
						
							
							
								d068d108ad 
								
							
								 
							
						 
						
							
							
								
								Remove the SECS loader  
							
							
							
						 
						
							2009-10-27 21:11:10 +00:00  
				
					
						
							
							
								 
						
							
							
								d3cb1c6b33 
								
							
								 
							
						 
						
							
							
								
								Bump required Mono version in README up to 2.4.2  
							
							
							
						 
						
							2009-10-27 20:57:17 +00:00  
				
					
						
							
							
								 
						
							
							
								27ee49f198 
								
							
								 
							
						 
						
							
							
								
								Updating prebuild.xml to reflect the removal of DotNetEngine  
							
							
							
						 
						
							2009-10-27 13:44:23 -07:00  
				
					
						
							
							
								 
						
							
							
								2525810e2a 
								
							
								 
							
						 
						
							
							
								
								Removed the DotNetEngine scripting engine. You will need to create a fresh checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward  
							
							
							
						 
						
							2009-10-27 13:31:04 -07:00  
				
					
						
							
							
								 
						
							
							
								0d37883bfd 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' into vehicles  
							
							
							
						 
						
							2009-10-27 20:28:12 +00:00  
				
					
						
							
							
								 
						
							
							
								92f7521983 
								
							
								 
							
						 
						
							
							
								
								Remove the rest of SECS. It was never used, except by an experimental version  
							
							... 
							
							
							
							of the DotNetEngine that was never runnable. 
							
						 
						
							2009-10-27 20:25:54 +00:00  
				
					
						
							
							
								 
						
							
							
								fefe767476 
								
							
								 
							
						 
						
							
							
								
								Lowering the position tolerance of terse updates for ScenePresences to mitigate some of the rubberbanding issues while we are sending incorrect time dilation values  
							
							
							
						 
						
							2009-10-27 13:16:58 -07:00  
				
					
						
							
							
								 
						
							
							
								a81a16f22f 
								
							
								 
							
						 
						
							
							
								
								llRotLookAt Pt 2  
							
							
							
						 
						
							2009-10-27 19:56:39 +01:00  
				
					
						
							
							
								 
						
							
							
								a718d7d56a 
								
							
								 
							
						 
						
							
							
								
								Making the defaults for interest management variables match whether you have the [InterestManagement] section in your config or not  
							
							
							
						 
						
							2009-10-27 10:17:20 -07:00  
				
					
						
							
							
								 
						
							
							
								bcd7593dfb 
								
							
								 
							
						 
						
							
							
								
								Forgot a line in the previous commit  
							
							
							
						 
						
							2009-10-27 10:07:35 -07:00  
				
					
						
							
							
								 
						
							
							
								31a848e97b 
								
							
								 
							
						 
						
							
							
								
								Merge branch 'master' into vehicles  
							
							
							
						 
						
							2009-10-27 11:32:11 +00:00  
				
					
						
							
							
								 
						
							
							
								3a1ee79ee4 
								
							
								 
							
						 
						
							
							
								
								Finally hunted down the Parallel deadlock. Packets were being handled 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  
							
							
							
						 
						
							2009-10-27 02:36:57 -07:00  
				
					
						
							
							
								 
						
							
							
								b498693cff 
								
							
								 
							
						 
						
							
							
								
								* Tweak to region module loading to check for a matching constructor first 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 
							
						 
						
							2009-10-27 01:46:14 -07:00  
				
					
						
							
							
								 
						
							
							
								c75d415648 
								
							
								 
							
						 
						
							
							
								
								* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode  
							
							... 
							
							
							
							* Minor code readability cleanup 
							
						 
						
							2009-10-27 00:26:56 -07:00  
				
					
						
							
							
								 
						
							
							
								322b39804d 
								
							
								 
							
						 
						
							
							
								
								Adding missing CSJ2K reference to OpenSim.Region.Physics.Meshing  
							
							
							
						 
						
							2009-10-26 22:05:07 -07:00  
				
					
						
							
							
								 
						
							
							
								f5cad91578 
								
							
								 
							
						 
						
							
							
								
								* Switched from OpenJPEG to CSJ2K in Meshmerizer  
							
							... 
							
							
							
							* Tested the previous patch and found no regressions 
							
						 
						
							2009-10-26 19:03:55 -07:00  
				
					
						
							
							
								 
						
							
							
								d199767e69 
								
							
								 
							
						 
						
							
							
								
								Experimental change of PhysicsVector to Vector3. Untested  
							
							
							
						 
						
							2009-10-26 18:23:43 -07:00  
				
					
						
							
							
								 
						
							
							
								b6651ce790 
								
							
								 
							
						 
						
							
							
								
								* Double the priority on avatar bake texture requests to get avatars rezzing in faster than the surrounding scene  
							
							... 
							
							
							
							* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets 
							
						 
						
							2009-10-26 18:22:32 -07:00  
				
					
						
							
							
								 
						
							
							
								0b1726b524 
								
							
								 
							
						 
						
							
							
								
								Removing the ClientManager reference from IScene and hiding it entirely inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on  
							
							
							
						 
						
							2009-10-26 16:48:43 -07:00  
				
					
						
							
							
								 
						
							
							
								4847e62e9f 
								
							
								 
							
						 
						
							
							
								
								* Switched all operations on the list of clients that could be either sync 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 
							
						 
						
							2009-10-26 16:33:04 -07:00  
				
					
						
							
							
								 
						
							
							
								119cf80e13 
								
							
								 
							
						 
						
							
							
								
								Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system  
							
							
							
						 
						
							2009-10-26 15:52:59 -07:00  
				
					
						
							
							
								 
						
							
							
								428bd7a74b 
								
							
								 
							
						 
						
							
							
								
								No need to create dupe TriMeshData for ODE. A previous patch created a dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.  
							
							
							
						 
						
							2009-10-26 15:14:19 -07:00  
				
					
						
							
							
								 
						
							
							
								ad624f703d 
								
							
								 
							
						 
						
							
							
								
								ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];  
							
							
							
						 
						
							2009-10-26 15:14:13 -07:00