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* refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)2011-07-301-117/+141
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* refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)2011-07-301-220/+240
| | | | | | it's own method. fix build break.
* fix bug in previous commitJustin Clark-Casey (justincc)2011-07-301-1/+2
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* refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)2011-07-301-99/+123
| | | | into a separate method, in order to make the code more readable.
* Replace the generic exception logging in flotsam asset cache with more ↵Justin Clark-Casey (justincc)2011-07-301-26/+24
| | | | specific stuff to return more information.
* correct misleading "fcache status" text - deep scans are not performed when ↵Justin Clark-Casey (justincc)2011-07-301-1/+1
| | | | this command is invoked.
* Make it clearer what the save_crashes setting in [Startup] actually does.Justin Clark-Casey (justincc)2011-07-302-0/+6
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* Temporary code to change bad AvatarHeight values in the AvatarService to the ↵Justin Clark-Casey (justincc)2011-07-301-1/+27
| | | | | | | default Ruth height. I was persuaded to do this because simulators on osgrid will persist in inserting bad values for an unknown length of time, even after the original simulator bug which was inserting bad values is out in an osgrid distro This code can be removed at some point in the future, though I think there is an argument for having services police these values in open grids.
* Temporarily put in a log line which shows which locale the user is running in.Justin Clark-Casey (justincc)2011-07-292-0/+6
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* For all Util.FireAndForget invocations, set thread to en_US before ↵Justin Clark-Casey (justincc)2011-07-291-5/+10
| | | | | | | | | | continuing wtih the invocation. This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire. Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this. Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable. Arguably, it would be better to do this where data is sent, but doing it here is much easier. All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
* When we start the appearance saving thread, make sure we set the culture to ↵Justin Clark-Casey (justincc)2011-07-291-0/+5
| | | | | | | En_US so that a different culture doesn't save values with commas as decimal points, etc. This will hopefully stop giants stalking the grid. See http://opensimulator.org/mantis/view.php?id=5614
* Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)2011-07-291-1/+11
| | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
* fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | cleared on every OdeScene.Simulate() even if it was already empty.
* refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | loop for consistency and readability.
* refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+191
| | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
* refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)2011-07-291-270/+274
| | | | | | out ifs and locks This is to make it more readable.
* When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵Justin Clark-Casey (justincc)2011-07-291-4/+8
| | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606
* Ensure that packet headers get parsed correctlyMelanie2011-07-271-0/+29
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* Fix LLTextBox to work with the updated libOMVMelanie2011-07-237-7/+14
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* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-237-37/+50
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Change default AllowScriptCrossings config setting to true.Justin Clark-Casey (justincc)2011-07-232-5/+9
| | | | | | When this setting is false and other defaults haven't been changed, scripts entering the simulator from another sim are automatically restarted but their state is not preserved. When this setting is true, state that accompanies the script is reloaded (e.g. if a script had a variable i = 1 when leaving the source region, it will still have i = 1 on the destination region). This setting does not affect crossings when regions are run in the same simulator. In this case, state is already preserved.
* Fixed serverside_object_permission default value conflictionMakopoppo2011-07-232-3/+3
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* For default everyone permissions on library items, make notecards and ↵Justin Clark-Casey (justincc)2011-07-232-9/+6
| | | | | | | | | | scripts non-modifiable (but still copyable, etc). Users should not be given the impression that they can modify these items. This still does not solve the issue where library items cannot be dragged into prims or user inventory any time after they are initially seen. Curiously, manually copying and pasting still appears to work. On the surface, this seems to have something to do with library item caching on the client, since deleting the cache allows drag to work again once Not sure what the exact problem is.
* Remove manually permissions settings on all current library items so that ↵Justin Clark-Casey (justincc)2011-07-2317-545/+152
| | | | | | | they use the defaults instead. Some items had completely wrong permissions - this is easier than correcting them all. The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
* Revert "Don't load current/next/everyone/base permissions from the library ↵Justin Clark-Casey (justincc)2011-07-2317-159/+567
| | | | | | | | item xml files - always use PermissionMask.All instead (which was the existing default)." There actually are uses for this. I will correct the perms instead since some entries appear to be wrong. This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
* Don't load current/next/everyone/base permissions from the library item xml ↵Justin Clark-Casey (justincc)2011-07-2317-567/+159
| | | | | | files - always use PermissionMask.All instead (which was the existing default). Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
* Fix problem where sculpts were not getting physical proxiesJustin Clark-Casey (justincc)2011-07-221-2/+2
| | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595
* Thank you, Michelle Argus, for a patch that adds reading the agent limitMelanie2011-07-221-1/+4
| | | | from XML properly.
* Generate the initial maptile asynchronouslyOren Hurvitz2011-07-222-15/+17
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimroot2011-07-215-41/+31
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| * remove the windows debugging symbols for the long protobuf-netJustin Clark-Casey (justincc)2011-07-211-0/+0
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| * remove dead MXP default symbols. The MXP code is long, long gone.Justin Clark-Casey (justincc)2011-07-211-0/+0
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| * make [SMTP] default comment option match actual defaultJustin Clark-Casey (justincc)2011-07-212-10/+10
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| * minor: group all the map tile options togetherJustin Clark-Casey (justincc)2011-07-212-15/+16
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| * remove pointless quotes from GenerateMaptiles option in OpenSimDefaults.iniJustin Clark-Casey (justincc)2011-07-211-1/+4
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| * minor: remove the pointless quotes from the GenerateMaptiles optionJustin Clark-Casey (justincc)2011-07-211-1/+1
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-07-213-18/+3
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| | * Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake2011-07-201-14/+0
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| * | make default TextureOnMapTile true for the older map imagerJustin Clark-Casey (justincc)2011-07-212-3/+3
| | | | | | | | | | | | Don't know of a good reason not to do this, seems to work fine.
* | | When an uncached asset is requested multiple times concurrently, only load ↵Oren Hurvitz2011-07-211-9/+49
| | | | | | | | | | | | | | | | | | it once Signed-off-by: root <root@grid00001.t-data.com>
* | | When handling SetAppearance packet, always save the appearance; not only if ↵Oren Hurvitz2011-07-211-5/+5
| | | | | | | | | | | | the texture was changed
* | | Fixed updating avatar appearanceOren Hurvitz2011-07-212-11/+20
| |/ |/| | | | | Signed-off-by: root <root@grid00001.t-data.com>
* | Apply the localID to the Physics actor to prevent null calls laterCareminster Team2011-07-191-3/+3
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* | Tidy up a superfluous AddPrimShape override in PhysicsSceneCareminster Team2011-07-191-1/+0
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* On all undo/redo operations, consistently lock the undo object for ↵Justin Clark-Casey (justincc)2011-07-191-5/+1
| | | | everything, in order to avoid any deadlock issues.
* If we store an undo, wipe anything already present on the redo stackJustin Clark-Casey (justincc)2011-07-191-0/+3
| | | | | This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too.
* stop redo throwing an exception if there is nothing to redoJustin Clark-Casey (justincc)2011-07-191-10/+13
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* refator: simplify UndoState.Compare() codeJustin Clark-Casey (justincc)2011-07-191-20/+9
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* rip out pointless null checks in UndoState where part can never be nullJustin Clark-Casey (justincc)2011-07-191-81/+72
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* Fix undo when changing just the root prim's position in a linkset.Justin Clark-Casey (justincc)2011-07-193-9/+11
| | | | | | I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected). Also, the double undo bug for resize is still present. Redo might be incredibly buggy, haven't even looked at that yet.