Commit Graph

3826 Commits (98b5276068ed02bc6d2bdeeb9928c035efc326b4)

Author SHA1 Message Date
Tedd Hansen 8c5d93eff6 "compile before commit, AND check compile result" - forgot a ; 2008-01-19 11:19:02 +00:00
Tedd Hansen ca772be0d4 Still hunting, added debug output 2008-01-19 11:17:12 +00:00
Tedd Hansen ef50e6875c Still looking for that startup crash bug. Added some exception handling in prim object load. 2008-01-19 11:08:07 +00:00
Teravus Ovares 8fdeab57b1 * Potential fix to the 'can't run a script anymore bug' 2008-01-19 02:58:19 +00:00
Tedd Hansen d23222cbc6 Added block for scenario: global exception handler called in loop when exception happens inside global exception handler
Added InnerException to output
2008-01-18 23:45:16 +00:00
Teravus Ovares 741d136f8c * Return of the avatar wobble. 2008-01-18 21:38:47 +00:00
Tedd Hansen ab5527dd53 Why don't you try compiling before you commit?
No, I don't need to. I'm good, my code never fails!
2008-01-18 20:55:14 +00:00
Tedd Hansen 0d8b8d340c Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead 2008-01-18 20:52:53 +00:00
Tedd Hansen 8fbac08fb5 Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we can get rid of that annoying startup crash... 2008-01-18 20:46:53 +00:00
Teravus Ovares b7ab6d705a * Physics update to perhaps help people who have capsules that have capsized 2008-01-18 19:01:35 +00:00
Justin Clarke Casey 8df4774830 On reflection, HasGroupChanged is more appropriate 2008-01-18 18:57:28 +00:00
Justin Clarke Casey be50fa76ee Change SOP.HasChanged to HasPrimChanged in preparation for further changes 2008-01-18 18:43:16 +00:00
lbsa71 dfda3dd4d7 * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, hence always retuning false on GenericObjectPermission. 2008-01-18 14:01:41 +00:00
Teravus Ovares dc5ab8b6c3 * Friction reduction update.
* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
2008-01-18 02:32:34 +00:00
Teravus Ovares ecd6c1110a * ODE Physics update. fixed weird rotation of the avatar surrogate.
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
2008-01-18 02:26:43 +00:00
Sean Dague 333826903c parametrize like clauses for avatar picker 2008-01-17 20:42:22 +00:00
Tedd Hansen 82d43db1cc Added data structure to be passed through event execution queue so that events can use llDetect*-commands to find information about event. 2008-01-17 15:22:35 +00:00
Teravus Ovares 18c959df12 * Added llApplyImpulse in the global frame. The object must be physical before this'll do anything. Be careful with this function as it's easy to loose prim. 2008-01-17 14:59:05 +00:00
lbsa71 344b4d92f5 * added ForEachPart helper
* added SetOwnerId that... sets.. OwnerId... on all parts.
2008-01-17 09:32:02 +00:00
Teravus Ovares c2863df49d * Added and implemented the LSL changed event.
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
2008-01-17 02:23:48 +00:00
Teravus Ovares feba36aaf3 * Fixed standing up so that you're at the new position of the prim if you move the prim and then stand up!
* Enter llSetPos elevators and conveyors n' stuff.!
2008-01-16 22:53:49 +00:00
Justin Clarke Casey e13feaa375 * More prim inventory synchronization
* Remove some mysql verbosity
2008-01-16 21:43:22 +00:00
Tedd Hansen 7fa6646d6f Added (experimental) terrain elevate command to allow whole terrain to be elevated with positive or negative values 2008-01-16 21:21:31 +00:00
Justin Clarke Casey b33da2538e * Fix mantis 345 - it is now possible to duplicate prims directly in the region again without breakage
* This includes their inventories
* Also, this revision properly synchronizes prim inventory crud.
2008-01-16 20:27:12 +00:00
Teravus Ovares c3061717d0 * Fixed a packet counting issue that I introduced
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
2008-01-16 19:34:48 +00:00
Justin Clarke Casey 57519b6dba * Store task inventory when an object is taken into agent inventory
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
2008-01-16 18:35:34 +00:00
MW 795a339af5 First part of changing prim's permission flags to use the correct enum (libsl PermissionMask) 2008-01-16 17:31:07 +00:00
Teravus Ovares 771ed747e5 * Slowed down the sim stats update to once every 5 seconds because the network accounting required it... with it being the lowest updated stat.
* Time dilation is off now..  because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
2008-01-16 17:07:46 +00:00
lbsa71 2c69b006a7 * added missing using clause 2008-01-16 14:52:47 +00:00
lbsa71 b12f56d1d0 * fixed a race condition where several UDP-generated threads would collide on accessing AckList
* introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
2008-01-16 12:38:08 +00:00
lbsa71 f2ca9c1d05 * Reverted bugfx that really should go into separate commit 2008-01-16 12:33:02 +00:00
lbsa71 5e757d2ad1 * More work on getting the database framework to actually work 2008-01-16 12:25:13 +00:00
Teravus Ovares 29c869fd33 * Fix for: http://opensimulator.org/mantis/view.php?id=358 2008-01-16 06:04:33 +00:00
Teravus Ovares 5dd741267e * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter.  The rest of them are actually implemented now.
2008-01-16 05:48:40 +00:00
Teravus Ovares 5958192398 * Added Packets In/s, Packets Out/s and Current un_acked Packets to the SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
2008-01-16 03:33:46 +00:00
Teravus Ovares 314c554ed4 * Refactored the SimStatsReporter to reuse the same packet and packet blocks over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-16 02:48:39 +00:00
Justin Clarke Casey c15eec2cb0 * Restore non dash asset UUID persistence which was made dashed in r3069
* Apologies, any sqlite databases created between r3069 and this change will now contain unfindable assets.
* But sqlite asset databases used previous to r3069 will now work again.
* This change may have been done on purpose, so it's not impossible it will be re-reverted
2008-01-15 22:16:43 +00:00
Jeff Ames 258a4dc282 Set svn:eol-style. 2008-01-15 20:24:35 +00:00
lbsa71 3af939d993 * vs croaked on strong name key
* updated disclaimer
2008-01-15 20:18:59 +00:00
lbsa71 f5103b98be * Renamed a bunch of Data baseclasses for clarity and readability
(Slowly getting there)
2008-01-15 20:07:02 +00:00
Teravus Ovares 0a783e4442 * Added some comments to the linkset positioning code 2008-01-15 14:39:35 +00:00
lbsa71 47c6529523 * Some morw work on specializing the database framework for OpenSim 2008-01-15 10:15:39 +00:00
Teravus Ovares 492e72b21a * Delinking doesn't leave invisible physical objects behind anymore 2008-01-15 04:27:02 +00:00
Teravus Ovares 45e945616b * Pass 2 of collidable (non physical) linksets
* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics.  To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim).  *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
2008-01-15 04:14:27 +00:00
Adam Frisby b25f9f322c * Mother of all commits:
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-15 02:09:55 +00:00
Jeff Ames 84c3a317c1 Set svn:eol-style. 2008-01-14 22:37:45 +00:00
lbsa71 6d751411b7 * Added specialization of DatabaseMapper, DataReader and ObjectFieldMapper to support LLVector3, LLQuaternion and LLUUID
* Added PrimitiveBaseShapeTableMapper to show how it's done

NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
2008-01-14 22:34:19 +00:00
Sean Dague b49ae37e89 my Exists check was slow and wrong. This fixes issues people
were just having on IRC.  Thanks to Grumly57 for helping to sort
this out.
2008-01-14 21:35:49 +00:00
Sean Dague 20cf62b417 good bye ADO.NET to assets, notice faster startup time 2008-01-14 20:42:27 +00:00
Sean Dague db40ffb43f move db open to initialization, which is where it should have been
all allong
2008-01-14 19:47:59 +00:00