Commit Graph

27962 Commits (d879e119a8353b9319d53c8c229a7b7af3918c7b)

Author SHA1 Message Date
UbitUmarov 13cb6ef6ef remove the check animState == anim for same reasons 2014-09-09 23:30:31 +01:00
UbitUmarov 4842806ea8 look for animation on part inventory before default animations, so
user can use same name. Search directly on default animations using
 uppercase.
2014-09-09 23:22:36 +01:00
UbitUmarov e37fd5e716 force update of movement animation 2014-09-09 22:27:21 +01:00
UbitUmarov 9d815e2d2a on SetAnimationOverride do a UpdateMovementAnimations(); 2014-09-09 22:07:03 +01:00
UbitUmarov 016e58e354 *test* 2014-09-09 21:53:27 +01:00
Melanie Thielker 87a4abac50 Plumb the rest of the serverside AO 2014-09-09 20:50:41 +02:00
Melanie Thielker 339904bc52 Merge branch 'ubitworkmaster' 2014-09-09 20:16:43 +02:00
Melanie Thielker 2d2823f1de Add some case magic and send an anim pack when an override is set 2014-09-09 20:16:02 +02:00
UbitUmarov 002a2deaf9 add full delete if uuid iz zero and state is ALL 2014-09-09 19:09:06 +01:00
Justin Clark-Casey (justincc) b4ce71df1e Make proper fix for last commit wrt Mantis 7317 by replacing disallowed c char and not literal 'c' 2014-09-09 18:57:02 +01:00
Justin Clark-Casey (justincc) e271607bef For stat names containing periods, replace with '#' rather than throw exception
In relation to http://opensimulator.org/mantis/view.php?id=7317
2014-09-09 18:56:58 +01:00
UbitUmarov 46abe0c86d Merge branch 'master' into ubitworkmaster 2014-09-09 13:54:00 +01:00
UbitUmarov 683f2cc892 only cancel attchment needed update type on sending sheduled updates.
This is wrong but its as original worked
2014-09-09 13:32:22 +01:00
UbitUmarov 4ed3461573 huds bug fix 2014-09-09 05:20:43 +01:00
Melanie Thielker 347c5b3070 Add perms check 2014-09-09 05:20:53 +02:00
UbitUmarov f4efa25820 remove messing with KeyframeMotion on attach 2014-09-09 03:54:27 +01:00
UbitUmarov b732ee8d27 dont force Phantom on attachments, breaking no mod objects if wear by
mistake
2014-09-09 03:47:51 +01:00
UbitUmarov 136749c651 drop attachments with original physical proprieties 2014-09-09 03:45:26 +01:00
Melanie Thielker aa84ad369c Add some forgotten calls 2014-09-09 04:35:08 +02:00
Melanie Thielker d2324b64c7 Add missing file 2014-09-09 04:12:58 +02:00
Melanie Thielker 18023169e7 Actually do the overriding 2014-09-09 04:12:10 +02:00
Melanie Thielker 5376d0a97b Also check standard anim names 2014-09-09 03:31:04 +02:00
UbitUmarov 17154fbffa set default LinksetPhysPrims to 0 so max number of prims for physical
object is disabled
2014-09-09 02:22:07 +01:00
UbitUmarov d00aa403e0 Merge branch 'master' into ubitworkmaster 2014-09-09 02:05:44 +01:00
Melanie Thielker e775e1a317 make PERMISSION_OVERRIDE_ANIMATIONS implicit for attachments 2014-09-09 03:03:27 +02:00
Melanie Thielker f2390f7c72 Plumb llSetAnimationOverride 2014-09-09 03:01:05 +02:00
UbitUmarov 51697944b6 dont send fullObjectUpdate on deselect 2014-09-09 00:09:39 +01:00
UbitUmarov 8e15d4ad57 limit number of prims on physical objects. Not all cases covered still 2014-09-08 23:58:49 +01:00
UbitUmarov 93143ba012 on drop send full update on root prim, terse on others ( as sl ). Fix
count down of number of physicial prims on attach, if removing them
2014-09-08 23:44:29 +01:00
UbitUmarov 25b4e268a3 change attachment drop, to make object Phanton. THis is not as SL, but
rez position is automatic and object interpenetrations will
 happen including with the avatar, with the usual ugly effects.
2014-09-08 11:16:59 +01:00
UbitUmarov 2d352e6348 *NEEDS more testing* on attachment drop: fix adding prims to physics
engine, remove disturbing phantom flag. On attach: fix removing prims from
physics engine, delete any keyframeMotion, remove physical flag. This is
 executed in all attachs possible only need on attach from the scene (?),
 but its where original code removed only root part from physics engine
2014-09-08 02:19:53 +01:00
Robert Adams e5b269e9a0 Merge branch 'master' into bullet-2.82 2014-09-05 21:20:02 -07:00
Justin Clark-Casey (justincc) 41f2f3132b For monitoring purposes, start non-timeout tasks (which do not currently use a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout()
The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc.
Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
2014-09-05 23:20:59 +01:00
UbitUmarov cf1d58d164 do not send objectproprieties on sop.SetGroup(). I many cases this will
arrive before creating the object in viewer with respective full update
2014-09-05 15:16:13 +01:00
UbitUmarov 25bc349ec9 near region check on tp needs to be a full current view check.
sp.KnownRegions is unreliable for this.
2014-09-05 12:28:57 +01:00
Justin Clark-Casey (justincc) e4d16e6795 Make LLUDP output queue refill thread active by default, since load tests have shown that this has better scalability.
For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
2014-09-04 18:24:59 +01:00
Robert Adams 47ac103df7 Merge branch 'master' into bullet-2.82 2014-09-03 21:21:01 -07:00
Justin Clark-Casey (justincc) 73e20b7f5f For processing outbound http requests in the XMLRPCModule, start the thread through Watchdog for monitoring and stat purposes. 2014-09-04 00:22:30 +01:00
Justin Clark-Casey (justincc) 0692ebfbc6 Start long-lived thread in IRCConnector via watchdog rather than indepedently, so that it can be seen in "show threads" and stats 2014-09-04 00:00:51 +01:00
Justin Clark-Casey (justincc) 4b04d22899 Don't need to check separate physics status in bulletsim update since that method is only run for an indepndent thread anyway.
Also remove bulletsim monitored thread from watchdog on shutdown.
2014-09-03 23:53:04 +01:00
Justin Clark-Casey (justincc) 6e6512eb4a Make bulletsim thread alarm if no update for 5 seconds.
The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
2014-09-03 23:43:59 +01:00
Justin Clark-Casey (justincc) 29400538b7 minor: fix indenting from previous commit b08ab1e 2014-09-03 23:37:20 +01:00
Justin Clark-Casey (justincc) b08ab1e375 If BulletSim is running on its own threads, start this thread via the thread watchdog.
This allows us to see the presence of the permanent thread via the "show threads" console comand.
Also adds the region name to the thread name.
2014-09-03 23:35:18 +01:00
BlueWall e19d1ecce8 Cleanup some unused code and configuration entries 2014-09-03 17:09:57 -04:00
Kevin Cozens 40c579addf Don't show the ScrLPS data twice in the WebStats based statistics page. 2014-09-03 14:17:37 -04:00
BlueWall 3e5bc75f89 Remove the 32 bit launchers as discussed at OpenSimulator Office Hour 9//2/14 http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2014-09-02. Find the binaries, sources and README in ./share/32BitLaunch if needed. 2014-09-03 13:00:09 -04:00
BlueWall e8ca900ef8 Move the 32 bit launchers as discussed at OpenSimulator Office Hour 9//2/14 http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2014-09-02. 2014-09-03 12:57:29 -04:00
Justin Clark-Casey (justincc) ac866a1c46 Add [EntityTransfer] AllowAvatarCrossing setting to determine whether avatars are allowed to cross regions at all.
Defaults to true.  For test purposes.
2014-09-03 00:25:56 +01:00
Justin Clark-Casey (justincc) d582db6132 Fix recent regression from 473c5594 where camera started to judder on moving vehicles.
Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles.
So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
2014-09-02 23:39:52 +01:00
UbitUmarov 0514679b15 reduce MIN_CALLBACK_MS guard time. A value too high introduces a extra
throttle and makes more packets to be sent in bursts and not in steady
 state flow.
2014-09-02 18:51:49 +01:00