Commit message (Collapse) | Author | Files | Lines | ||
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2011-10-17 | refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵ | Justin Clark-Casey (justincc) | 1 | -15/+10 | |
without a getter | |||||
2011-10-17 | Add avatar names to debug packet output | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
2011-10-14 | refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
sends entity updates (including presence ones), not just prims. | |||||
2011-10-13 | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
2011-10-12 | Get rid of some traces of the old pre-ROBUST grid architecture config | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-10-12 | Bring LindenUDP.Tests back from the dead. No tests are running. | Justin Clark-Casey (justincc) | 5 | -343/+282 | |
Code drift means that most of this stuff doesn't compile but the structure is still useful. | |||||
2011-10-12 | minor: insert some commented out log lines which are a blunt but useful ↵ | Justin Clark-Casey (justincc) | 3 | -3/+12 | |
instrument to see packet expiry and received acks | |||||
2011-10-12 | Improve some method doc for LLUDPClient, LLUDPServer and UnackedPacketCollection | Justin Clark-Casey (justincc) | 3 | -17/+39 | |
2011-10-12 | HACK: Remove advanced property resending until it is fixed properly in core. | Melanie | 1 | -10/+14 | |
2011-10-03 | Remove vestigal RegionStatus.SlaveScene. | Justin Clark-Casey (justincc) | 1 | -15/+7 | |
This appears to be code clutter since the code that uses this has long gone. | |||||
2011-10-03 | Remove usage of Linden packet types from inside Attachments Module and interface | Dan Lake | 1 | -3/+4 | |
2011-09-24 | Improve locking when access queue in EventQueueGetModule | Justin Clark-Casey (justincc) | 1 | -14/+17 | |
2011-09-22 | Reinstate option to land an npc when it reaches a target. | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
This is moved into ScenePresence for now as a general facility | |||||
2011-09-15 | refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
reflect what it actually does This also makes it consistent with some other methods that send data to the client. | |||||
2011-09-07 | First set of merge fixes | Tom | 1 | -1/+1 | |
2011-09-01 | Eliminate pointless checks of SOG.RootPart != null | Justin Clark-Casey (justincc) | 1 | -2/+0 | |
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized | |||||
2011-09-01 | Remove pointless cluttering SOP.ParentGroup != null checks. | Justin Clark-Casey (justincc) | 1 | -5/+2 | |
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent. | |||||
2011-08-31 | Fix a bug where the non-root parts of rezzed objects that had previously ↵ | Justin Clark-Casey (justincc) | 1 | -1/+12 | |
been attachments were sending their old attachment values to the client. The root part state is the canonical value, so always send that instead. Sending conflicting attachments states for non-root parts of a rezzed object is enough to crash the client. Fixes http://opensimulator.org/mantis/view.php?id=5664. Many thanks to mewtwo0641 for some fantastic qa work on this one. | |||||
2011-08-30 | Fix bug in persisting saved appearances for npcs | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660 | |||||
2011-08-27 | refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵ | Justin Clark-Casey (justincc) | 2 | -4/+8 | |
pointless duplication of identical values | |||||
2011-08-24 | Remove forcing of phantom on ground attached objects - attachments can be ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
both non-phantom and flagged as physical. As per Melanie | |||||
2011-08-22 | minor: comment out simulator features log line | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-08-22 | Add ISimulatorFeaturesModule so that other modules can register features in ↵ | Justin Clark-Casey (justincc) | 1 | -36/+86 | |
addition to the hardcoded ones. | |||||
2011-08-18 | Don't try to save changed attachment states when an NPC with attachments is ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects | |||||
2011-08-16 | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2 | -5/+6 | |
2011-08-11 | comment out some of the currently less useful debug log messages | Justin Clark-Casey (justincc) | 3 | -5/+5 | |
2011-08-10 | early code to allow scripts to force npcs not to fly when moving to target | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final. | |||||
2011-08-10 | Stop trying to deregister caps or close child agents when an NPC is removed | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-08-09 | When an NPC is created, stop telling neighbouring regions to expect a child ↵ | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
agent | |||||
2011-08-09 | Guard against a bad login leaving us with a null queue | Melanie | 1 | -1/+1 | |
2011-08-04 | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2 | -4/+4 | |
2011-08-03 | get rid of vestigal move to parameters | Justin Clark-Casey (justincc) | 1 | -30/+14 | |
2011-08-02 | Partially fix autopilot/go here | Justin Clark-Casey (justincc) | 1 | -45/+34 | |
This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently. | |||||
2011-07-30 | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 1 | -3/+4 | |
2011-07-27 | Ensure that packet headers get parsed correctly | Melanie | 1 | -0/+29 | |
2011-07-27 | Ensure that packet headers get parsed correctly | Melanie | 1 | -0/+29 | |
2011-07-23 | Fix LLTextBox to work with the updated libOMV | Melanie | 1 | -1/+6 | |
2011-07-23 | Fix LLTextBox to work with the updated libOMV | Melanie | 1 | -1/+6 | |
2011-07-19 | comment out all kinds of debugging guff | Justin Clark-Casey (justincc) | 1 | -5/+5 | |
2011-07-19 | Stop undo of just the root prim position in the linkset from shifting the ↵ | Justin Clark-Casey (justincc) | 1 | -5/+5 | |
whole linkset. However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states. | |||||
2011-07-19 | fix undo when resizing of non-root individual prims in a linkset | Justin Clark-Casey (justincc) | 1 | -0/+5 | |
undo resize, rotation and position still needs fixing when only editing root prim of a linkset | |||||
2011-07-19 | Fix undo for resizing linksets | Justin Clark-Casey (justincc) | 1 | -12/+25 | |
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim Resizing individual components of linksets is still dodgy. Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this. | |||||
2011-07-18 | Make various tweaks to undo code in an effort to get things working better. | Justin Clark-Casey (justincc) | 1 | -3/+24 | |
Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed. | |||||
2011-07-16 | refactor: make SceneObjectGroup.GroupScale() a property rather than a mehod | Justin Clark-Casey (justincc) | 1 | -4/+6 | |
2011-07-15 | change async parameter name in AddLocalPacketHandler since it becomes a ↵ | Justin Clark-Casey (justincc) | 1 | -2/+22 | |
reserved keyword in .net 5 Also adds some method doc. | |||||
2011-07-15 | minor: method doc for baked texture uploading | Justin Clark-Casey (justincc) | 1 | -2/+15 | |
2011-07-11 | Fix permissions problem where newly uploaded meshes rezzed from inventory ↵ | Justin Clark-Casey (justincc) | 3 | -8/+4 | |
could not be copied by owner. | |||||
2011-07-09 | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 1 | -3/+1 | |
Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | |||||
2011-07-08 | refactor: rename bool returning GetAgentInventoryItem() to ↵ | Justin Clark-Casey (justincc) | 1 | -4/+3 | |
CanGetAgentInventoryItem() to improve code readability | |||||
2011-07-07 | Switch the MeshUploadFlag CAP module on and off with the existing config ↵ | Justin Clark-Casey (justincc) | 1 | -14/+35 | |
AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini) Default is on. |