SimulatorFPS: The actual optimal FPS of the simulator, un-fudged
SimulatorFPSFactor: The fudge factor that is applied to the stats sent to the viewer
SimulatorFPSWarnPercent: The percentage below which a lag meter should go to amber
SimulatorFPSCritPercent: The percentage below which a lag meter should go to red
To display the real values, a viewer would divide the reported FPS by the SimulatorFPSFactor and use that to calculate the percentage of SimulatorFPS. E.g. reported is 55fps, SimulatorFPSFactor is 5.0 and SimulatorFPS is 11.
Clean up of simulation version, the number that rules the compatibility of teleports:
- It's not configurable anymore, it's fixed in code. Each number means an increase in features of the teleport procedure
- Its definition moved to the global VersionInfo class
As of now it's still 0.3.
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
- It's not configurable anymore, it's fixed in code. Each number means an increase in features of the teleport procedure
- Its definition moved to the global VersionInfo class
As of now it's still 0.3.
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
This is to address an issue where HTTP script functions could make calls to localhost and other endpoints inside the simulator's LAN.
By default, calls to all private addresses are now blocked as per http://en.wikipedia.org/wiki/Reserved_IP_addresses
If you require exceptions to this, configure [Network] OutboundDisallowForUserScriptsExcept in OpenSim.ini
closer to SL. This change should address small floor edges acting like
walls, approaching a step at any angle (other than walking backwards)
will allow walking up, and reducing the avatar pop-up when going up
stairs.
throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
This is the same as already done for scene_throttle_max_bps
Internally, the token buckets are in bytes and the other help text makes it clear that the number is bytes per second
(though with the wrong assumption that 1 mbit = 1024 * 1024 bits whereas 1 mbit = 1000 kbits = 1000000 bits)
This setting was originally added some time ago to deal with issues where appearance was not received properly by all users.
However, it does not scale well with large numbers of agents.
Disabling to see if the original problem has abated or whether this will have to be tackled in another way.