Commit Graph

2072 Commits (8ad450f83e70a45b79d9b058bf46854c7168a69c)

Author SHA1 Message Date
Teravus Ovares 6e01769bcf * A bunch of updates to make things more smooth.
** 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()
* 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
MW 7bbb9a08cb Re-enabled Inventory creation of body parts 2008-02-11 20:54:46 +00:00
Justin Clarke Casey c80c6e9774 Documenting and minor tweaks 2008-02-11 20:10:44 +00:00
Tedd Hansen 7156d7ae51 Moved share/sql/mysql-AvatarAppearance.sql to OpenSim/Framework/Data.MySQL/Resources/AvatarAppearance.sql as described in share/sql/mysql_README.txt
Thanks dmiles_afk
2008-02-11 18:24:00 +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)
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
* 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
Sean Dague c7c567182a From: Ansgar Schmidt <ANSI@de.ibm.com>
Here is a patch for Revision 3380. This patch adds the feature of loading
XML prim specification via XML-RPC call on a given island. Call with
Islandname and XMLPrim Filename.
2008-02-11 12:58:01 +00:00
Sean Dague c654df5dfd From: dirk husemann <hud@zurich.ibm.com>
these two patches fixe the terrain load exception that occurs when
restarting OpenSim on PPC32 by making terrain loading endian clean.

it does NOT fix the client crash exception. need to hunt that one down.
2008-02-11 12:38:51 +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.
* 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.
* 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:
"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
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.
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
Charles Krinke cf284efcda Thank you very much, Hashbox for :
Add scene-debug command to Enable/Disable scripting, 
collision, and physics from console.
2008-02-10 16:03:58 +00:00
lbsa71 e0424254bd * Refactored permissions handling to extract info out of permisisons block in ClientView
* Changed some uint constants to Enum values
2008-02-10 14:27:21 +00:00
Teravus Ovares 8d37e91454 * Adding more broken objectflags to the list here. Touch was also broken. It might be smarter to just rebuild the whole objectflags before sending it to the client >.< 2008-02-10 12:44:36 +00:00
Teravus Ovares 85a9834ed8 * A lot of ugly permissions updates.
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags.  They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.<  argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
2008-02-10 10:55:57 +00:00
Jeff Ames e207284fef Clean up logging calls using String.Format explicitly 2008-02-10 01:57:59 +00:00
lbsa71 e9eaf8e949 * fixed typo. thanks, nebadon! 2008-02-09 22:26:28 +00:00
lbsa71 7486762aa0 * Refactored some asset code and in the process uncovered a bug; now, I think first transfer of asset should start faster. 2008-02-09 22:23:36 +00:00
Teravus Ovares d2e66872ed *Neb try this update. It might fix it.. it might also cause no parcel to be sent. 2008-02-09 22:05:00 +00:00
lbsa71 0b0bb28fd5 * added count of texture data bytes and asset bytes 2008-02-09 21:50:45 +00:00
lbsa71 e2ed5bf6b9 * Added count of temporary assets 2008-02-09 21:25:34 +00:00
lbsa71 176a1fe382 * added two new commands (for debug/disaster recovery)
'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
  'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.

'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
2008-02-09 21:17:47 +00:00
Tedd Hansen 4d376ee630 Added undocumented "modules list" command, lists shared region modules. 2008-02-09 12:08:08 +00:00
Jeff Ames f6e9b9404f Applied patch from mirceakitsune to fix #502 (lower land does the same as raise land) 2008-02-09 10:41:36 +00:00
Teravus Ovares 07d0f558c4 * Fixed nebadon's UserServer crash bug from yesterday.
* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
2008-02-09 07:53:01 +00:00
Jeff Ames fc9bdb6c16 Moved LICENSE.txt into root. 2008-02-09 06:08:55 +00:00
Teravus Ovares c9b5516ca8 * Adds Top Shear support to the Meshmerizer for the Cube prim and the Cylinder prim. 2008-02-09 05:18:52 +00:00
Teravus Ovares fec65b3c69 * Tweaked timing of rapid mesh requests. Helps a race condition. 2008-02-09 04:08:26 +00:00
Justin Clarke Casey d546859bc1 * Change logger to handle [<entry>] where <entry> contains non alphabetic characters
* Change logger to not print extra line if [<entry>] <text> like string is not logged
* Remove more of my previous chatty debugging statements
2008-02-09 01:53:57 +00:00
Justin Clarke Casey a50a8376d6 * In the most basic situations, ClientView and ScenePresence no longer leak memory
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks).  I need better measurement techniques
* Removed most of my debugging gawp
2008-02-09 01:37:53 +00:00
Justin Clarke Casey 2dc94870aa Mostly debugging verbosity which I shall very shortly comment out.
Just want to try this out on windows quickly.
2008-02-09 00:14:34 +00:00
Teravus Ovares bb5b88d161 * Fixed a situation in ODE where it didn't call the mesher on a cube when you tapered if you didn't have a cut or a hollow. 2008-02-08 23:48:27 +00:00
Justin Clarke Casey 16f8f19a54 * Stop asset transactions hanging around after they've completed
* Still not enough to solve the memory leak, though hopefully this is another step on the path
* All these changes are pretty temporary - this will be addressed with a more fundamental refactor in the future
2008-02-08 23:42:19 +00:00
Teravus Ovares fadf5b479f * Added Taper support to the Meshmerizer for Cube and Cylinder.
* Removed the hull verbosity
2008-02-08 23:28:38 +00:00
Justin Clarke Casey f05f583613 Still chasing logout memory leak. Putting in small changes and temporary light verbosity to this end 2008-02-08 22:39:08 +00:00
Teravus Ovares b63c267f0b * Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. Enjoy the new physics-friendly prim type. 2008-02-08 22:11:28 +00:00
Justin Clarke Casey e6cd420f19 refactor - remove unused m_children from EntityBase 2008-02-08 20:11:45 +00:00
Justin Clarke Casey 47353ffe48 Minor refactoring 2008-02-08 19:56:49 +00:00
Justin Clarke Casey 9d95f9bcf4 Minor ScenePresence related refactoring 2008-02-08 19:53:18 +00:00
Adam Frisby a50a26f812 * Dun-dun-dun. JavaScript scripting now actually works. :) 2008-02-08 18:39:30 +00:00
Justin Clarke Casey 24ac86931a update eol-style 2008-02-08 18:18:56 +00:00
Adam Frisby 23e0ef3492 * Made some terrain functions faster computationally. 2008-02-08 18:18:34 +00:00
Adam Frisby a1625a5410 * Applying mantis 339 patches round 2 -- Thanks daedius 2008-02-08 17:54:30 +00:00
Adam Frisby a637473f80 * Adding console spam to help track 'The Steve Bug'. 2008-02-08 17:49:53 +00:00
Sean Dague 62943de68a change counter from 3 => 2 based on feedback from mirceakitsune on mantis
http://opensimulator.org/mantis/bug_view_page.php?bug_id=490
2008-02-08 16:29:01 +00:00
Sean Dague 7b4fb3b8bc From: Kurt Taylor <krtaylor@us.ibm.com>
Attached is a patch for Mantis 25 - this fixes the problem of not having a
touch_start happen for all prims in a linked group.  So, with this, large
builds can now have a single script in the base prim and it will run when
any prim in the linked build is touched.   The problem was that the
objectgrab event was not being propagated to all the prims in the group.
2008-02-08 16:09:24 +00:00
Sean Dague 598c5a95d9 fix the issue found on IRC this morning. The logging call was mistructured
so threw and exception when attempting to log that we missed an asset and
were waiting for it.
2008-02-08 15:29:53 +00:00
MW 5a63047144 small bit of refactoring, 2008-02-08 15:07:29 +00:00
Teravus Ovares 3be2e772ec * Removed a statement that crashes the Meshmerizer if you don't have a specific /dev/ folder 2008-02-08 12:07:39 +00:00
Teravus Ovares 7d77fa6a9d * Okay, fixed the path cut offset, however the inner wall isn't properly 'cut' from the hull, so slightly better support, but still limited. 2008-02-08 11:44:27 +00:00
Teravus Ovares 50acb8e634 * This update adds limited support for Cylinder meshed prim in the Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.) 2008-02-08 11:32:56 +00:00
Teravus Ovares 1ff4711cfb * Fix: Send Parcel data on region crossing. 2008-02-08 03:20:11 +00:00
Charles Krinke dfca32b046 Missed one event message that needed to be
commented out.
2008-02-08 02:23:57 +00:00
Charles Krinke 2fb541cb2a Make timer events from scripts a little less chatty.
DEBUG is defined by default in the Linux build.
2008-02-08 01:42:56 +00:00
Tedd Hansen 97ec8cba62 Maybe VB.Net will compile now... who knows ;) 2008-02-07 16:37:28 +00:00
Tedd Hansen ba846e62ef Same VB.Net patch done right. 2008-02-07 15:36:58 +00:00
Tedd Hansen c997cc97bb VB.Net compiler might work on Windows now. 2008-02-07 15:31:22 +00:00
Teravus Ovares dba1f476c9 * Fixed negative child agents in the sim stats. 2008-02-07 08:28:48 +00:00
Teravus Ovares 3674257095 * This update contains a bucket-full of network optimizations.
* ParcelProperties are sent only when needed instead of on any movement
* Terse Updates and other temporary data packets are marked unreliable
* After a certain amount of users, the sim actually sends updates on things less
* Experimental
* Tested to 68 avatar with pCampBot  (And it's surprising what actually causes the most lag..  the text chat!)
2008-02-07 08:15:38 +00:00
Teravus Ovares 0e771c8d39 * didn't save :P so, this is the other half to my last commit 2008-02-07 06:11:02 +00:00
Jeff Ames 49622dfbc5 Update version numbers to 0.5 2008-02-07 04:41:08 +00:00
Charles Krinke c076eab633 Additional debugging print on LOGOUT if/else in userServer. 2008-02-07 03:13:30 +00:00
Charles Krinke d6f4656032 Shorten root inventory create folder message. 2008-02-07 03:06:34 +00:00
Teravus Ovares 1b8e89751a * Added the Scripted objectflag if there is a script running in a prim. Remove the flag if you delete all of the scripts in the object. 2008-02-07 01:52:39 +00:00
Sean Dague caa255bcdf make a couple more changes to get us back very close to old color scheme 2008-02-06 20:59:31 +00:00
Justin Clarke Casey aa9d3f7aed * Allow terrain load-tile for RAW files
* Patch from Sophie Lee [webmage] - IBM.  Thanks very much!
2008-02-06 20:47:08 +00:00
Sean Dague 2d7fbf6137 ummm... removed 1 too many newlines, formating a bit better now 2008-02-06 20:34:50 +00:00
Justin Clarke Casey 548bbc97e5 * Chasing down memory leak where memory used by a client is not returned on client logout
* This code may or may not be on the right track, but I want to save my work so far.
2008-02-06 20:34:18 +00:00
Sean Dague b3e85daf02 pass 1 on getting colors back to the console 2008-02-06 20:32:37 +00:00
Adam Frisby f93fdfa5af * Marking off which uses of catch (Exception e) is legit and which are not, for later removal/replacement. 2008-02-06 15:30:02 +00:00
Adam Frisby a37eb62047 * Added debug message to try track down Mantis#305. 2008-02-06 14:39:25 +00:00
Jeff Ames 3b42b5f098 Consolidated LoadAnims and AvatarAnimations constructor.
Fixes locking issues with Animations in ScenePresence (bug #324)
2008-02-06 10:19:30 +00:00
Teravus Ovares 530d24da14 * Fixed script count incrementer. Was decrementing but only incrementing when a script was requested by UUID 2008-02-06 10:11:46 +00:00
Jeff Ames 3a1947f658 Removed super-stealth mode from PasswdPrompt. (Now you can see the prompt) 2008-02-06 10:11:10 +00:00
Teravus Ovares d842699ef3 * Put the script run limiter on the SceneObjectPart as otherwise you can drop scripts in prim and they'll still run with scripts disabled. 2008-02-06 09:53:59 +00:00
Teravus Ovares 9d6ea497e2 * Added the ability to start and stop all scripts in the simulator using the debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools. 2008-02-06 09:38:14 +00:00
Jeff Ames 4ec4e2cb32 Cleaned up some unreachable code warnings. 2008-02-06 08:31:29 +00:00
Jeff Ames b68d2bd09a Fixed typo in Mag() (Thanks lc_tuco for pointing this out) 2008-02-06 08:26:09 +00:00
Teravus Ovares 9cd9e90e7f * Added Active Scripts to report the number of scripts running to Sim Stats
* Added Script Performance to report the number of functions run per second to Sim Stats.
* Removed a few warnings (@.@ up to 50 now)
2008-02-06 08:03:22 +00:00