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* | | BulletSim: don't zero motion when changing vehicle type.Robert Adams2013-05-281-1/+4
| | | | | | | | | | | | | | | Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
* | | BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams2013-05-271-2/+2
| | | | | | | | | | | | | | | | | | if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
* | | BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams2013-05-265-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
* | | Update the money framework to allow sending the new style linden "serverside ↵Melanie2013-05-259-44/+32
| | | | | | | | | | | | | | | | | | is now viewerside" messages regarding currency This will require all money modules to be refactored!
* | | Meshmerizer: remember to add the copied hull verts to the list of hulls.Robert Adams2013-05-241-0/+1
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* | | BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-242-1/+5
| | | | | | | | | | | | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
* | | BulletSim: properly set mesh hash key in use tracking structure.Robert Adams2013-05-241-1/+4
| | | | | | | | | | | | Shouldn't see any functional difference.
* | | Meshmerizer: add INI parameter to enable DEBUG mesh detail logging.Robert Adams2013-05-241-3/+6
| | | | | | | | | | | | | | | | | | | | | | | | Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file.
* | | One more appearance change: drop sending the SendAppearance packetMic Bowman2013-05-241-1/+3
| | | | | | | | | | | | | | | | | | to avatar when it becomes root. This packet shows up in the viewer logs as an error and appears to cause problems for completing the texture rebake process for v1 viewers in some cases.
* | | Protect one more update of the baked texture hashes.Mic Bowman2013-05-241-2/+5
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* | | This is an experimental patch that adds support for comparing textureMic Bowman2013-05-245-84/+147
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | hashes for the purpose of accurately responding to AgentTextureCached packets. There is a change to IClientAPI to report the wearbles hashes that come in through the SetAppearance packet. Added storage of the texture hashes in the appearance. While these are added to the Pack/Unpack (with support for missing values) routines (which means Simian will store them properly), they are not currently persisted in Robust.
* | | change a hull debugging message to Debug instead of Infodahlia2013-05-241-1/+1
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* | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimdahlia2013-05-242-1/+2
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| * | | minor: Remove unnecessary duplication of AbsolutePosition Vector3 in SOG.Copy()Justin Clark-Casey (justincc)2013-05-241-1/+0
| | | | | | | | | | | | | | | | As a struct, Vector3 has already been cloned by MemberwiseClone()
| * | | Fix issue where llSetPayPrice on either one of a clone prim in the same ↵Justin Clark-Casey (justincc)2013-05-241-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | OpenSimulator session would change the prices on both prims. This is because the PayPrice array refernence was being memberwise cloned and not the array itself. Addresses http://opensimulator.org/mantis/view.php?id=6639
* | | | correct some errors in decoding of mesh asset convex decomposition datadahlia2013-05-241-53/+83
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* | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-05-231-4/+53
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| * \ \ Merge branch 'master' of ssh://opensimulator.org/var/git/opensimdahlia2013-05-231-1/+1
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| * | | | add decoder for bounding convex hulldahlia2013-05-231-4/+53
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* | | | | Fix bug where a cloned object would report the wrong llGetNumberOfPrims() ↵Justin Clark-Casey (justincc)2013-05-231-0/+1
| |/ / / |/| | | | | | | | | | | | | | | | | | | | | | | when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session. This was because the sitting avatars list was being cloned rather than reset. Addresses http://opensimulator.org/mantis/view.php?id=6649
* | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-05-235-114/+210
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| * | | Add DEBUG level logging in Meshmerizer for mesh parsing. There isRobert Adams2013-05-231-2/+25
| | | | | | | | | | | | | | | | a compile time variable to turn this logging off if it is too spammy.
| * | | BulletSim: add locking around Meshmerizer use to eliminate possible raceRobert Adams2013-05-231-145/+157
| | | | | | | | | | | | | | | | condition when extracting the convex hulls.
| * | | BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-222-4/+7
| | | | | | | | | | | | | | | | Add debugging messages for hull asset use.
| * | | BulletSim: specify directory for OpenSim.Region.Physics.MeshingRobert Adams2013-05-221-1/+1
| | | | | | | | | | | | | | | | | | | | DLL file in prebuild.xml since that file ends up in bin/Physics directory.
| * | | BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-223-4/+55
| | | | | | | | | | | | | | | | Default to 'off' as it needs debugging.
| * | | BulletSim: fix problem with walking up stairs that are orientedRobert Adams2013-05-221-2/+9
| | | | | | | | | | | | | | | | | | | | in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
* | | | Fix bug where both ordinary UserManagementModule and HGUserManagementModules ↵Justin Clark-Casey (justincc)2013-05-231-1/+1
|/ / / | | | | | | | | | | | | | | | | | | were being added to scenes if no UserManagementModule was specified. Without explicit config non-hg UMM is used - this is in common with other HG modules. This was causing a non-HG module to unpredictably use the UMM or HGUMM, though lack of bug reports suggest either UMM was always used or it didn't matter in this case.
* | | Implement llSetSoundQueueing().Justin Clark-Casey (justincc)2013-05-224-6/+33
| | | | | | | | | | | | | | | | | | This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results
* | | Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-213-55/+4
| | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
* | | BulletSim: update DLLs and SOs with version containing gImpact code.Robert Adams2013-05-214-0/+0
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* | | BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-213-4/+55
| | | | | | | | | | | | Default to 'off' as it needs debugging.
* | | BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-217-14/+167
| | | | | | | | | | | | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* | | Merge branch 'master' of git://opensimulator.org/git/opensimRobert Adams2013-05-215-59/+203
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| * | | To further help with tracking down the apperance of too much "Unknown User" ↵Justin Clark-Casey (justincc)2013-05-214-6/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | in chatlogs, etc. temporarily change each instance of this in OpenSimulator so we can identify where it's coming from For instance, the "Unknown User" in Util.ParseUniversalUserIdenitifer becaomes "Unknown UserUPUUI (class initials + method initials) This is to help with http://opensimulator.org/mantis/view.php?id=6625
| * | | Fix compile failure from recent git master 434c3cfJustin Clark-Casey (justincc)2013-05-211-1/+1
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| * | | Make "show name" command display HomeURL like "show names"Justin Clark-Casey (justincc)2013-05-211-4/+11
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| * | | minor: Change "show names" command to use consistent console display tableJustin Clark-Casey (justincc)2013-05-211-15/+9
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| * | | Add "show name" console command to make it possible to show a single binding ↵Justin Clark-Casey (justincc)2013-05-211-0/+34
| | | | | | | | | | | | | | | | of a UUID to a name.
| * | | Log when "Unknown User" is sent to a user because the UMM had no binding for ↵Justin Clark-Casey (justincc)2013-05-211-17/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | | | that UUID and when a binding replaces a previous "Unknown User" entry. This is a temporary measure to hunt down issues where some but not all users see others as "Unknown user" in text chat, etc. http://opensimulator.org/mantis/view.php?id=6625
| * | | Lock m_UserCache whilst iterating over it in ↵Justin Clark-Casey (justincc)2013-05-211-4/+9
| | |/ | |/| | | | | | | UserManagementModule.GetUserData() to avoid concurrency exceptions
| * | fix error in hull point indexingdahlia2013-05-181-1/+1
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| * | remove duplicate hull scalingdahlia2013-05-181-3/+3
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| * | add prototype code to decode convex hulls from mesh assets. Please do not ↵dahlia2013-05-181-21/+110
| | | | | | | | | | | | use yet; the interface will be defined in a later commit.
* | | BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams2013-05-172-8/+12
|/ / | | | | | | in any INI file. Update TODO list.
* | minor: remove long commented out scene cache clearing code in ↵Justin Clark-Casey (justincc)2013-05-161-9/+0
| | | | | | | | EntityTransferModule.CrossAgentToNewRegionAsync()
* | minor: Remove completely unused IClientAPI.RequestClientInfo() call from ↵Justin Clark-Casey (justincc)2013-05-161-3/+0
| | | | | | | | EntityTransferModule.CrossAgentToNewRegionAsync()
* | Where this is not already happening, trigger asychoronous calls to ↵Justin Clark-Casey (justincc)2013-05-163-2/+3
| | | | | | | | | | | | | | CloseChildAgent() above the LocalSimulationConnector level. This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes). No functional change apart from elimination of unnecessary chaining of new threads.
* | On closing child agents, send separate asynchronous requests to each ↵Justin Clark-Casey (justincc)2013-05-163-9/+5
| | | | | | | | | | | | | | neighbour rather than sending all closes concurrently on a separate thread. This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time. This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
* | On logout, send close child agent requests to neighbours asynchronously, so ↵Justin Clark-Casey (justincc)2013-05-161-6/+3
| | | | | | | | | | | | user is not prevented from relogging if many neighbours are present but not responsive. The symptom here is that previous user connections are still present but are labelled active == false