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* New constants for llGetObjectDetailsTalun2013-01-192-0/+92
| | | | | | | New constants for llGetObjectDetails OBJECT_CHARACTER_TIME, OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE, OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ also Pathfining constants, 3 of which are used by llGetObjectDetails
* Mantis 6507 keys returned by llGetAgentList incorrect for llList2KeyTalun2013-01-191-2/+2
| | | | The type of the keys returned by llGetAgentList corrected to LSL_Key
* Fix use of scene debug commands when region is set to root or a specific ↵Justin Clark-Casey (justincc)2013-01-191-15/+12
| | | | region where there is more than one region on the simulator.
* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-184-24/+48
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-185-8/+27
| | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams2013-01-182-2/+9
| | | | | | | OpenSimulator is VERY sensitive to changes in avatar velocity and will send an avatar update message when velocity changes more than 0.001m/s. This significantly reduces the number of avatar update messages by smoothing the avatar velocity returned by Bullet.
* BulletSim: add logic to turn off pre-step actions when object goesRobert Adams2013-01-181-0/+21
| | | | | non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimRobert Adams2013-01-174-21/+6
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-01-1636-161/+839
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| | * Changed a couple of debug messages at the request of osgrid.Diva Canto2013-01-161-2/+2
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| * | Complete removal of the now unused state queueMelanie2013-01-163-19/+4
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* | | BulletSim: Add one function that all actors who act on the physicalRobert Adams2013-01-175-24/+31
| | | | | | | | | | | | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* | | Add utility function to clamp a vector to a maximum magnitude.Robert Adams2013-01-171-0/+12
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* | BulletSim: add the editting children in linkset going phantom bug to TODO list.Robert Adams2013-01-151-0/+2
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* | BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-155-28/+30
| | | | | | | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
* | BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-154-17/+51
| | | | | | | | | | objects have been fetched. Update TODO list with more work.
* | BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams2013-01-151-3/+3
| | | | | | | | to the documented maximum from the outragious number previously.
* | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-1619-55/+331
| | | | | | | | | | | | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented. This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
* | Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-168-293/+14
| | | | | | | | | | | | | | | | during a script wait event (llSleep(), etc.)" Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api. This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-1613-40/+373
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| * \ Merge branch 'master' of /home/opensim/var/repo/opensimBlueWall2013-01-1535-344/+663
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| | * | BulletSim: tweeks to improve hover.Robert Adams2013-01-151-5/+21
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| | * | BulletSim: temporarily disable banking and direction deflectionRobert Adams2013-01-152-10/+29
| | | | | | | | | | | | | | | | | | | | because the computations are wrong. Add VehicleTorqueImpulse routines.
| | * | BulletSim: fix logic for enabling unmanaged code debug messages.Robert Adams2013-01-151-1/+14
| | | | | | | | | | | | | | | | Free pinned memory when physics engine is unloaded.
| | * | Merge branch 'master' of git://opensimulator.org/git/opensimRobert Adams2013-01-153-13/+8
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| | | * | move resit fix to ScenePresence.cs and allow for requesting sit on objects ↵dahlia2013-01-142-12/+7
| | | | | | | | | | | | | | | | | | | | other than the object currently sat on
| | | * | test commit for new git installdahlia2013-01-141-1/+1
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| | * | BulletSim: by default, turn on continuious collision detection (CCD)Robert Adams2013-01-152-11/+3
| | |/ | | | | | | | | | | | | and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.
| * | Add Json-Rpc 2.0 To Registered HandlersBlueWall2013-01-155-0/+298
| | | | | | | | | | | | | | | Added registration json-rpc handlers in the http server. Covers version 2.0 See: http://www.jsonrpc.org/specification
* | | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-168-14/+293
| | | | | | | | | | | | | | | | | | | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
* | | Instead of passing separate engine, part and item components to script APIs, ↵Justin Clark-Casey (justincc)2013-01-1516-79/+110
| |/ |/| | | | | | | | | | | | | pass down IScriptInstance instead. This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests. This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method in order to facilititate continued script logic regression testing.
* | Print full stacktrace from plugin loading failure to help determine what ↵Justin Clark-Casey (justincc)2013-01-151-2/+5
| | | | | | | | went wrong, rather than a possibly unhelpful simple exception message.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-1530-246/+554
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| * | BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-145-18/+36
| | | | | | | | | | | | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
| * | BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams2013-01-142-25/+36
| | | | | | | | | | | | Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
| * | BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-1114-32/+106
| | | | | | | | | | | | | | | | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
| * | BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-1112-22/+82
| | | | | | | | | | | | | | | | | | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
| * | BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams2013-01-114-50/+162
| | | | | | | | | | | | to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
| * | Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams2013-01-111-2/+2
| | | | | | | | | | | | rather than just saying it happened.
| * | BulletSim: Redo linear function coding so they can better interact. New ↵Robert Adams2013-01-112-62/+91
| | | | | | | | | | | | algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
| * | BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams2013-01-114-65/+59
| |/ | | | | | | buoyancy. Add motor angular debugging controls.
| * BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵Robert Adams2013-01-111-1/+1
| | | | | | | | remembering that the last asset fetch failed until the simulator resets the shape parameters.
| * add some sanity checking to HandleAgentRequestSit handlerdahlia2013-01-101-2/+12
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* | refactor: Simplify ScriptInstance by retaining reference to SceneObjectPart ↵Justin Clark-Casey (justincc)2013-01-141-72/+55
|/ | | | instead of sometimes but not always looking it up.
* Implement a workaround solution for saving manual script state changes by ↵Justin Clark-Casey (justincc)2013-01-111-5/+19
| | | | | | | the user before logout instead of wrongly removing the script early. This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen. This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
* Save attachments on detach/exit if a contained script state has been changed.Justin Clark-Casey (justincc)2013-01-112-1/+20
| | | | | | | This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped.
* Fix a regression in the last few scene commands changes where setting these ↵Justin Clark-Casey (justincc)2013-01-111-52/+2
| | | | | | | via the viewer estate dialog stopped working. Forgot to register the new interface. Also removes some code which got included by adpating an existing module.
* Add "debug scene get" console command to list current scene optionsJustin Clark-Casey (justincc)2013-01-101-2/+43
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* Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-105-138/+350
| | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
* refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)2013-01-101-10/+1
| | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.