Teravus Ovares
64392b4fac
* Found and fixed a situation where a neighbor region would come up send a notice and would be tagged as 'too far away' when it was right next door.
2008-01-20 05:51:38 +00:00
Teravus Ovares
4f9c7288cd
* Announcing the alternative prim early adoption program.. Adding regular spheres to the physical prim mix.
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* Be advised.. these are not ellipsoids.. these are spheres.
2008-01-19 22:51:16 +00:00
Tedd Hansen
cc635a651a
Most is back in its original state :) Hope I didn't break anything... *looks innocent*
2008-01-19 22:23:22 +00:00
Tedd Hansen
459b614b86
That didn't work -- added more debugging
2008-01-19 21:55:43 +00:00
Tedd Hansen
056b2940b4
That didn't work, trying with TableAdapter.FillSchema(DataSet, SchemaType.Source)
2008-01-19 21:51:16 +00:00
Tedd Hansen
462fc84eb2
Removed mega-debugging.
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Possibly solved startup crash.
Moved MySQL Commit() to inside each functions respective dataset access mutex because if not other threads would be waiting until function released mutex and modify the dataset before the function could commit
2008-01-19 21:42:03 +00:00
Tedd Hansen
4b56e0e324
removed additional debugging, added temp mega-debugging to StoreLandObject
2008-01-19 21:33:39 +00:00
Tedd Hansen
9e9ba262f7
More debugging
2008-01-19 21:16:22 +00:00
Tedd Hansen
65ea917d34
Added exception handler to LandManager IncomingLandObjectFromStorage
2008-01-19 20:59:47 +00:00
Tedd Hansen
57ae2ce300
Getting closer to that crash .. :)
2008-01-19 20:50:54 +00:00
Tedd Hansen
4ab19afc0a
More debugging
2008-01-19 20:45:09 +00:00
Brian McBee
17c25796b8
checking return code may make failed teleports fail more gracefully.
2008-01-19 20:34:54 +00:00
Tedd Hansen
6353df5569
More debugging in hunt for that random startup crash
2008-01-19 19:49:08 +00:00
Tedd Hansen
8351894170
one more try before I leave
2008-01-19 11:25:08 +00:00
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
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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?
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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.
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* 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.
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* 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
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* 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.
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* 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!
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* Enter llSetPos elevators and conveyors n' stuff.!
2008-01-16 22:53:49 +00:00
Justin Clarke Casey
e13feaa375
* More prim inventory synchronization
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* 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
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* 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
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* 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
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* 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.
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* 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
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* 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.
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* 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
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* 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.
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* 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