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* Merge commit '839c1cdcc4e9ce410636becb5b81190463dec5bf' into bigmergeMelanie2011-10-111-14/+17
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| * Improve locking when access queue in EventQueueGetModuleJustin Clark-Casey (justincc)2011-09-241-14/+17
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* | Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmergeMelanie2011-10-111-3/+3
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| * Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-3/+3
| | | | | | | | This is moved into ScenePresence for now as a general facility
* | Merge commit 'de19dc3024e5359f594d0a32c593d905163c24ea' into bigmergeMelanie2011-10-111-2/+2
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| * refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-2/+2
| | | | | | | | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* | First set of merge fixesTom2011-09-071-1/+1
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* | Resolve merge commits, stage 1Tom2011-09-0411-138/+242
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| * Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-2/+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
| * Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-5/+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.
| * Fix a bug where the non-root parts of rezzed objects that had previously ↵Justin Clark-Casey (justincc)2011-08-311-1/+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.
| * Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-301-1/+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
| * refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-272-4/+8
| | | | | | | | pointless duplication of identical values
| * Remove forcing of phantom on ground attached objects - attachments can be ↵Justin Clark-Casey (justincc)2011-08-241-2/+2
| | | | | | | | | | | | both non-phantom and flagged as physical. As per Melanie
| * minor: comment out simulator features log lineJustin Clark-Casey (justincc)2011-08-221-1/+1
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| * Add ISimulatorFeaturesModule so that other modules can register features in ↵Justin Clark-Casey (justincc)2011-08-221-36/+86
| | | | | | | | addition to the hardcoded ones.
| * Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-181-1/+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
| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-08-162-5/+6
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| * comment out some of the currently less useful debug log messagesJustin Clark-Casey (justincc)2011-08-113-5/+5
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| * early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-3/+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.
| * Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-1/+1
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| * When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-091-3/+3
| | | | | | | | agent
| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-08-042-4/+4
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| * get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-30/+14
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| * Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-45/+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.
| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-07-301-3/+4
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| * Ensure that packet headers get parsed correctlyMelanie2011-07-271-0/+29
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| * Fix LLTextBox to work with the updated libOMVMelanie2011-07-231-1/+6
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| * comment out all kinds of debugging guffJustin Clark-Casey (justincc)2011-07-191-5/+5
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| * Stop undo of just the root prim position in the linkset from shifting the ↵Justin Clark-Casey (justincc)2011-07-191-5/+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.
| * fix undo when resizing of non-root individual prims in a linksetJustin Clark-Casey (justincc)2011-07-191-0/+5
| | | | | | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
| * Fix undo for resizing linksetsJustin Clark-Casey (justincc)2011-07-191-12/+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.
| * Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-181-3/+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.
| * refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-4/+6
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| * change async parameter name in AddLocalPacketHandler since it becomes a ↵Justin Clark-Casey (justincc)2011-07-151-2/+22
| | | | | | | | | | | | reserved keyword in .net 5 Also adds some method doc.
| * minor: method doc for baked texture uploadingJustin Clark-Casey (justincc)2011-07-151-2/+15
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| * Fix permissions problem where newly uploaded meshes rezzed from inventory ↵Justin Clark-Casey (justincc)2011-07-113-8/+4
| | | | | | | | could not be copied by owner.
* | Guard against a bad login leaving us with a null queueMelanie2011-08-091-1/+1
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* | Ensure that packet headers get parsed correctlyMelanie2011-07-271-0/+29
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* | Fix LLTextBox to work with the updated libOMVMelanie2011-07-231-1/+6
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* | Merge branch 'master' into careminster-presence-refactorroot2011-07-094-25/+175
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| * minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-3/+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.
| * refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-081-4/+3
| | | | | | | | CanGetAgentInventoryItem() to improve code readability
| * Switch the MeshUploadFlag CAP module on and off with the existing config ↵Justin Clark-Casey (justincc)2011-07-071-14/+35
| | | | | | | | | | | | AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini) Default is on.
| * Make MeshUploadFlagModule non-shared rather than shared (since each scene ↵Justin Clark-Casey (justincc)2011-07-071-1/+1
| | | | | | | | needs its own cap)
| * add MeshUploadFlag capability fixed mesh upload with latest mesh viewer ↵Michael Cerquoni aka Nebadon Izumi2011-07-072-18/+150
| | | | | | | | thank you dahlia and lkalif for helping to make this happen!
* | Fix parcel prim count and max reporting. Viewer already multiplies.Melanie2011-07-061-1/+4
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* | Merge branch 'master' into careminster-presence-refactorroot2011-06-301-9/+197
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| * Implement the latest mesh mechanism so that rezzing the uploaded mesh now ↵Justin Clark-Casey (justincc)2011-06-241-3/+189
| | | | | | | | | | | | | | works again. Many thanks to the aurora project for pioneering this. This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
| * minor: method documentationJustin Clark-Casey (justincc)2011-06-241-6/+8
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