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| * | Extend scripts stop/start/suspend/resume console commands to allow action on ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 2 | -72/+100 | |
| | | | | | | | | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later. | |||||
* | | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵ | Dan Lake | 2011-10-19 | 9 | -344/+319 | |
|/ | | | | scene presence by client ID. | |||||
* | Add "scripts stop" and "scripts start" console commands. | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -2/+48 | |
| | | | | | These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing. | |||||
* | minor: improve command help on scripts suspend/resume | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -2/+5 | |
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* | Fix resume scripts. | Justin Clark-Casey (justincc) | 2011-10-19 | 2 | -9/+33 | |
| | | | | | On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race | |||||
* | Add "scripts suspend" and "scripts resume" commands. | Justin Clark-Casey (justincc) | 2011-10-19 | 2 | -3/+53 | |
| | | | | | These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself. | |||||
* | on log and "show scripts" messages, show script item UUID rather than asset UUID | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -4/+4 | |
| | | | | The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available | |||||
* | add current script status to "scripts show" command (running, suspended, etc.) | Justin Clark-Casey (justincc) | 2011-10-19 | 3 | -7/+31 | |
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* | Add "show scripts" command to show all scripts currently known to the script ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 2 | -2/+28 | |
| | | | | | | engine in the current region. Also added synonym of "scripts show" | |||||
* | Add option to allow remote http calls to setpassword in the ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 4 | -27/+58 | |
| | | | | | | | AuthenticationService. This is switched on by setting AllowSetPassword = true in the [AuthenticationService] section of Robust.ini or Robust.HG.ini Default is false as before. | |||||
* | Slightly change log message in LoadRegionsPlugin | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -1/+1 | |
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* | Region-UUID - can not be zero-uuid | Pixel Tomsen | 2011-10-19 | 1 | -1/+13 | |
| | | | | http://opensimulator.org/mantis/view.php?id=3426 | |||||
* | Make ScopeID optional for http GetAccount and GetAccounts | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -11/+6 | |
| | | | | If not specified then it assumes UUID.Zero. as occurs elsewhere in the codebase | |||||
* | Make PrincipalID a synonym for UserID in GetUserAccount | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -0/+6 | |
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* | Get new NewUser and SetUserAccount calls to accept PrincipalID instead of ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 1 | -3/+3 | |
| | | | | UserID for consistency with output | |||||
* | Allow an http call to set account details if AllowSetAccount = true in ↵ | Justin Clark-Casey (justincc) | 2011-10-19 | 3 | -4/+67 | |
| | | | | | | [UserAccountService]. As before, default is false to not allow these calls. | |||||
* | Provide an option to allow remote calls to the CreateUser method on the ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 6 | -10/+84 | |
| | | | | | | | | | UserAccountService Default is false, as before. Enabling AllowCreateUser in [UserAccountService] for ROBUST allows avatars to be created via an http call, with viewer 2 appropriate bits and pieces. Only Ruths can be created at present. Please don't rely on the config since at some point CreateUser will be moved to a separate co-ordinating service. | |||||
* | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+6 | |
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* | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -2/+10 | |
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* | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -16/+13 | |
| | | | | no contention until the object is constructed. | |||||
* | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -18/+13 | |
| | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | |||||
* | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -1/+3 | |
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* | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 4 | -97/+81 | |
| | | | | Despite its name, this wasn't actually being used in any collision checking | |||||
* | Set enable_adaptive_throttles = true in OpenSimDefaults.ini | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -1/+1 | |
| | | | | | | As discussed in http://lists.berlios.de/pipermail/opensim-dev/2011-October/010599.html and the preceeding thread mails, the aim of this setting is to avoid overloading the viewer UDP connection where the client is failing to ack packets. Please mantis any anomalous viewer connection behaviour which wasn't there before. | |||||
* | Allow an avatar to be explicitly named to the "debug packet" command | Justin Clark-Casey (justincc) | 2011-10-17 | 2 | -6/+11 | |
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* | refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 6 | -28/+16 | |
| | | | | without a getter | |||||
* | Add avatar names to debug packet output | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -2/+2 | |
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* | refactor: Use SOP.SitTargetAvatar instead of calling a special ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 3 | -11/+10 | |
| | | | | GetAvatarOnSitTarget() which returned exactly the same thing | |||||
* | rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -1/+1 | |
| | | | | | | | | understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :) | |||||
* | Implement osNpcStand(<npc-id>) | Justin Clark-Casey (justincc) | 2011-10-17 | 6 | -2/+48 | |
| | | | | Allows you to stand an NPC that has sat. | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -1/+0 | |
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| * | Bug fix on the bug fix on UserAccountService.cs | Diva Canto | 2011-10-16 | 1 | -1/+0 | |
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* | | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 10 | -5/+75 | |
|/ | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | Guard HGAssetService against uninitialized variables and null arguments. | Diva Canto | 2011-10-15 | 1 | -0/+3 | |
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* | improve method doc on Scene.OtherRegionUp() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+4 | |
| | | | | this is really just to trigger panda. | |||||
* | move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 6 | -17/+8 | |
| | | | | the others | |||||
* | fetch physical_prim switch from [Startup] config from inside scene, as is ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 7 | -48/+23 | |
| | | | | done for most other scene config params | |||||
* | remove now redundant m_physical_prim flag from SOP.ApplyPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 3 | -7/+7 | |
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* | Restore [Startup] physical_prim flag which can stop any prims being subject ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 3 | -2/+14 | |
| | | | | | | | to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously. | |||||
* | remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+0 | |
| | | | | done immediately afterwards in DoPhysicsPropertyUpdate() | |||||
* | refactor: Remove redundant code in SOP.UpdatePrimFlags() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -27/+21 | |
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* | factor common code out into SOP.RemoveFromPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 3 | -11/+19 | |
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* | reduce access to ODECharacter methods to make code analysis easier. ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -54/+36 | |
| | | | | Eliminate redundant argument on ProcessTaints() | |||||
* | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 | |
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* | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 3 | -129/+195 | |
| | | | | internal to aid code reading/analysis. Remove some unused method arguments | |||||
* | Add back the missing bin/addon-modules directory that I somehow managed to ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -0/+1 | |
| | | | | accidentally delete in 2fbc98f (Jul 7 2011) | |||||
* | change default ODE world_stepsize to 0.0178 from 0.02 | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -2/+2 | |
| | | | | | | | | | This exactly fits five ODE steps in the default frame time (0.089). This means that ODE execution time now matches the default minimum frame time. This eliminates errors between distance travelled as calculated by ODE in clear air and simple extrapolation. On the old values, ODE would actually do calculations over 0.1 seconds rather than 0.089. This means that once the avatar is at top speed, no additional packets need to be sent for smooth movement, since no error develops between server and viewer. This approach replaces the tweaks previously discussed on the opensim-dev mailing list | |||||
* | Change hardcoded ODE total frame time to match the default total frame time ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -1/+1 | |
| | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config). | |||||
* | Bug fix -- Test User on first run standalone might not be created properly: ↵ | Diva Canto | 2011-10-13 | 1 | -46/+44 | |
| | | | | let all instances of UserAccountService have all its service references properly initialized, and register console commands on only one. | |||||
* | refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 7 | -8/+15 | |
| | | | | sends entity updates (including presence ones), not just prims. |