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* Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-053-15/+78
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| * bug fix: keep sculpt bitmaps border pixels during resolution scaling.UbitUmarov2012-08-053-15/+78
| | | | | | | | let this eventually have diferent interpolator last steps on each direction as sl seems to do.
* | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-053-449/+12
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| * ubitmeshing: mask out mirror and invert bits on sculpttype convertion.UbitUmarov2012-08-053-449/+12
| | | | | | | | Remove some unused
* | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-042-8/+17
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| * *feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov2012-08-041-6/+15
| | | | | | | | | | | | | | than uploaded meshs, making it change the mesh level of detail from high to low. This will work on all prims that get a internal mesh or sculpts. Mesh size reduction will depend on particular shape. This is not as SL. There prims do also get concave areas. Uploaded meshs work as before. A normal 10x10x10 torus gets 152 vertices in place of 900, and 198 faces in place of 1198.
| * fix build on winUbitUmarov2012-08-041-2/+2
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* | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-0424-302/+460
|\ \ | |/ | | | | | | | | | | | | Conflicts: bin/lib32/BulletSim.dll bin/lib32/libBulletSim.so bin/lib64/BulletSim.dll bin/lib64/libBulletSim.so
| * update ode.dll for windows so both 32b and 64b are now version 0.12 (32bUbitUmarov2012-08-042-0/+0
| | | | | | | | is just a rebuild)
| * Merge branch 'ubitwork' into avinationMelanie2012-08-031-0/+7
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| * \ Merge branch 'careminster' into avinationMelanie2012-08-0320-299/+459
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| | * \ Merge branch 'master' into careminsterMelanie2012-08-0320-299/+459
| | |\ \ | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| | | * | refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)2012-08-033-3/+3
| | | | | | | | | | | | | | | | | | | | FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
| | | * | Don't bothre setting RezzingObjectID to UUID.Zero in SOG constructor - this ↵Justin Clark-Casey (justincc)2012-08-031-3/+4
| | | | | | | | | | | | | | | | | | | | is already its default value as it's a struct.
| | | * | ImprovedTerseObjectUpdate packet does not support shape updates, thus ↵SignpostMarv2012-08-031-1/+1
| | | | | | | | | | | | | | | | | | | | scheduling terse updates will not (and does not) update shape information in the viewer
| | | * | Fixed a rare bug that caused Save OAR to fail because it thought it had ↵Oren Hurvitz2012-08-031-5/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | timed-out The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
| | | * | Save membership fee to the database when a group is created.Kevin Cozens2012-08-031-25/+25
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| | | * | BulletSim: Debugging log statements added. Reduced size of updata buffer ↵Robert Adams2012-08-027-7/+28
| | | | | | | | | | | | | | | | | | | | trying to find a corrupted memory problem. Update DLL and SO.
| | | * | minor: Comment out "Deleting asset" log messages for nowJustin Clark-Casey (justincc)2012-08-032-2/+4
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| | | * | Delete old blank SOGSpamTestJustin Clark-Casey (justincc)2012-08-031-37/+0
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| | | * | Properly dispose of all GDI+ entities used in VectorRenderModule for dynamic ↵Justin Clark-Casey (justincc)2012-08-031-253/+316
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | textures. The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement. This may be particularly important for GDI+ objects since they encapsulate native code entities.
| | | * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-08-028-4/+55
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| | | | * | Initialize the Rezzing object to UUID.ZeroMelanie2012-08-021-3/+4
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| | | | * | reduced-complexity implementation of function to get rezzing object keySignpostMarv2012-08-025-1/+29
| | | | | | | | | | | | | | | | | | | | | | | | Signed-off-by: Melanie <melanie@t-data.com>
| | | * | | Add simple draw test for the VectorRenderModuleJustin Clark-Casey (justincc)2012-08-022-1/+76
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| * | | | | Make WaitGetScenePresence wait for up to 20 secondsMelanie2012-08-031-1/+1
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| * | | | | Remove another superflouous IsActive setMelanie2012-08-031-2/+0
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* | | | | | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-031-0/+7
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| * | | | | on presence close(), release animator and OnRegionHeartbeatEnd eventUbitUmarov2012-08-031-0/+7
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* | | | | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-031-2/+1
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| * | | | Remove a merge artefaci in IsActive handling and restore commented out ↵Melanie2012-08-031-2/+1
| | | | | | | | | | | | | | | | | | | | correct one
* | | | | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-032-5/+7
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| * | | | minor change avoiding a null referenceUbitUmarov2012-08-031-2/+4
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| * | | | clientview IsActive use is broken. Suspend it's use keeping it true ( toUbitUmarov2012-08-031-3/+3
| | | | | | | | | | | | | | | | | | | | review later)
* | | | | Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitworkubit2012-08-032-0/+10
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| * | | | Make sure the position of a loggin-in agent is within region boundaries sinceMelanie2012-08-031-0/+9
| | | | | | | | | | | | | | | | | | | | out of bounds positions cause a rejection of the login.
| * | | | Add a reason message for a code path that lacks oneMelanie2012-08-031-0/+1
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* | | | merge crap gerge branch 'ubitwork' of ↵ubit2012-08-02101-1375/+3578
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ssh://3dhosting.de/var/git/careminster into ubitwork Conflicts: bin/Regions/Regions.ini.example bin/lib32/BulletSim.dll bin/lib32/libBulletSim.so bin/lib64/BulletSim.dll bin/lib64/libBulletSim.so
| * | | Merge branch 'master' into careminsterMelanie2012-08-0113-26/+53
| |\ \ \ | | | |/ | | |/| | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Physics/Manager/PhysicsScene.cs
| | * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-08-011-0/+3
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| | | * Fix a bug in pCampbot grabbing behaviour where an exception would be thrown ↵Justin Clark-Casey (justincc)2012-08-011-0/+3
| | | | | | | | | | | | | | | | if the bot was not yet aware of any objects.
| | * | Create the ability for physics modules to request assets on demand byMelanie2012-08-013-0/+22
| | |/ | | | | | | | | | | | | | | | themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-08-017-12/+14
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| | | * BulletSim: fix problem where resizing a primary shape (cube or sphere) would ↵Robert Adams2012-07-316-5/+3
| | | | | | | | | | | | | | | | not rebuild the physics mesh. Update the DLLs and SOs to latest version.
| | | * BulletSim: change boolean parameters in the shape data from int's to float's ↵Robert Adams2012-07-312-7/+11
| | | | | | | | | | | | | | | | to be consistant with parameter data structure
| | * | Look up the NPC module when the SensorRepeat class is created, rather than ↵Justin Clark-Casey (justincc)2012-08-011-5/+6
| | |/ | | | | | | | | | on every single sensor sweep.
| | * Change exception log messages in XInventoryService connector to error rather ↵Justin Clark-Casey (justincc)2012-08-011-9/+8
| | | | | | | | | | | | | | | | | | than debug, since these signal real problems. Also outputs full exception instead of just the message to aid diagnostics.
| * | Merge branch 'master' into careminsterMelanie2012-08-0116-70/+288
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| | * Resolve a deadlock between INPCModule and SensorRepeat by replacing the ↵Justin Clark-Casey (justincc)2012-07-311-35/+43
| | | | | | | | | | | | | | | | | | | | | | | | SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep. A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal. Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status. This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.
| | * Fix bug in SoundModule.TriggerSound() where every sound update to an avatar ↵Justin Clark-Casey (justincc)2012-07-311-3/+6
| | | | | | | | | | | | | | | | | | would base its gain calculation on the previous avatar's gain, instead of the original input gain. This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.