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* Merge commit '385c4a210deb63c25f082ab8a3f0c63c7bff8fb5' into bigmergeMelanie2011-10-111-1/+3
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| * On setting a new avatar appearance, if height hasn't changed then don't set ↵Justin Clark-Casey (justincc)2011-09-171-1/+3
| | | | | | | | | | | | that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
* | Merge commit 'c4efb97d49dec736151dfa3fa102efe6a5f6fbab' into bigmergeMelanie2011-10-111-1/+1
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| * Write code to create minimum necessary body parts/clothing and avatar ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | entries to make a newly created user appear as a non-cloud on viewer 2 Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries. Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim. Default is currently off. My intention is to switch it on for standalone shortly. This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities. Need to fix creation of suitable entries for users created as estate owners on standalone. Avatars still appear with spooky empty eyes, need to see if we can address this. This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
* | Fix a rather stupid VS warning "The operation overflows at compile time in ↵Tom2011-09-141-3/+3
| | | | | | | | checked mode" - doesn't make much sense to me, but for some reason it doesn't like 256 - 6 when 256 is a constant...
* | Bring us up to date.Tom2011-09-142-231/+314
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| * Don't try and delete attachments for child agent closeJustin Clark-Casey (justincc)2011-09-131-0/+32
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| * Remove code from DetachSingleAttachmentToInv() that sets group changed on ↵Justin Clark-Casey (justincc)2011-09-131-11/+0
| | | | | | | | all parts, now that we're performing this check in UpdateKnownItem() for other purposes
| * remove redunant itemID and agentID arguments from UpdateKnownItem().Justin Clark-Casey (justincc)2011-09-131-6/+4
| | | | | | | | itemID is always taken taken from the group's stored item id, and agentID is never used.
| * Remove UpdateKnownItem() from IAttachmentsModule.Justin Clark-Casey (justincc)2011-09-131-1/+1
| | | | | | | | It's not appropriate for code outside the attachments module to call this.
| * minor: remove redundant grp != null check from AM.UpdateKnownItem()Justin Clark-Casey (justincc)2011-09-131-36/+33
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| * Stop attempts to rewear already worn items from removing and reattaching.Justin Clark-Casey (justincc)2011-09-131-42/+77
| | | | | | | | | | | | | | | | Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process. This change ignores those attempts. This stops script failures during login, as the rewearing was racing with the script startup code. It might also help with attachments being abnormally put into deleted state. Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
| * Comment out attachments code in Scene.IncomingCreateObject(UUID userID, UUID ↵Justin Clark-Casey (justincc)2011-09-131-3/+14
| | | | | | | | | | | | | | | | | | itemID) for now As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway. Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene. Being commented to simplify analysis of attachments issues. Can be uncommented when in use. Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
| * Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)2011-09-121-175/+207
| | | | | | | | | | | | | | | | | | IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
| * Remember to set and unset the fire and forget method at the top of the ↵Justin Clark-Casey (justincc)2011-09-081-3/+7
| | | | | | | | attachment and npc tests
| * refactor: Make logic in AM.AttachObject() clearer by not reusing existing ↵Justin Clark-Casey (justincc)2011-09-061-14/+19
| | | | | | | | variables in different contexts
| * rename AM.AddSceneObjectAsAttachment() to AddSceneObjectAsNewAttachmentInInvJustin Clark-Casey (justincc)2011-09-061-3/+3
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| * In SetAttachment, if the existing attachment has no asset id then carry on ↵Justin Clark-Casey (justincc)2011-09-061-0/+8
| | | | | | | | | | | | | | | | | | | | | | rather than abort. When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments later fail unless the attachment is detached and reattached. Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
| * Get rid of the confusing version of ↵Justin Clark-Casey (justincc)2011-09-061-11/+2
| | | | | | | | IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
| * get rid of the unused AttachmentsModule.ShowAttachInUserInventory()Justin Clark-Casey (justincc)2011-09-061-28/+0
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| * Stop the pointless double setting of every attachment in AvatarAppearance.Justin Clark-Casey (justincc)2011-09-062-6/+3
| | | | | | | | The second was already being filtered out so this has no user level effect
* | Merge fixes, and fix the buildTom2011-09-141-9/+5
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* | First set of merge fixesTom2011-09-071-51/+38
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* | Resolve merge commits, stage 1Tom2011-09-0411-212/+1021
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| * Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)2011-09-031-28/+48
| | | | | | | | | | | | | | This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
| * If the user receiving an inventory folder has left the scene by the time the ↵Justin Clark-Casey (justincc)2011-09-011-5/+4
| | | | | | | | | | | | acceptence message arrives, then don't send them an inventory update. Doing so causes a NullReferenceException
| * Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-6/+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
| * move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)2011-08-311-0/+10
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| * refactor: move multiple class to set avatar height into associated ↵Justin Clark-Casey (justincc)2011-08-311-1/+1
| | | | | | | | SP.AddToPhysicalScene()
| * Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)2011-08-312-17/+12
| | | | | | | | | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
| * remove pointless ToArray() call in AttachmentsModule.SaveChangedAttachments()Justin Clark-Casey (justincc)2011-08-301-1/+1
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| * minor: remove already processed avatar null check in Scene.RemoveClient()Justin Clark-Casey (justincc)2011-08-301-1/+0
| | | | | | | | remove some now duplicated method doc
| * refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-0/+18
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| * refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-0/+38
| | | | | | | | This adds an incomplete IScenePresence to match ISceneEntity
| * refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-302-16/+12
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| * Fix bug where attachments were remaining on the avatar after being dropped.Justin Clark-Casey (justincc)2011-08-302-6/+20
| | | | | | | | If the inventory service is configured not to allow deletion then these will not disappear from inventory
| * Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-302-8/+91
| | | | | | | | | | 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
| * Eliminate duplicate AttachmentPoint properties by always using the one ↵Justin Clark-Casey (justincc)2011-08-272-24/+21
| | | | | | | | stored in the root part's state field.
| * refactor: camel case AttachmentPoint method arg as per code standardsJustin Clark-Casey (justincc)2011-08-271-4/+4
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| * refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-272-16/+15
| | | | | | | | pointless duplication of identical values
| * refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-261-10/+5
| | | | | | | | This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
| * refactor: move SOG.DetachToGround() to ↵Justin Clark-Casey (justincc)2011-08-261-1/+29
| | | | | | | | AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
| * refactor: simplify DetachSingleAttachmentToGround() by retrieving the scene ↵Justin Clark-Casey (justincc)2011-08-261-9/+10
| | | | | | | | object group direct
| * refactor: remove common presence set up in attachments testsJustin Clark-Casey (justincc)2011-08-261-32/+38
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| * comment out verbose test logging from last commitJustin Clark-Casey (justincc)2011-08-261-1/+1
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| * add regression test for detaching an attachment to the sceneJustin Clark-Casey (justincc)2011-08-261-0/+33
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| * refactor: move sog.DetachToInventoryPrep() into ↵Justin Clark-Casey (justincc)2011-08-262-8/+19
| | | | | | | | AttachmentsModule.DetachSingleAttachmentToInv()
| * Downgrade warning about not saving unchanged attachment to debug instead, ↵Justin Clark-Casey (justincc)2011-08-261-1/+4
| | | | | | | | and change text to better indicate what it's saying
| * Fix a very recent regression from llAttachToAvatar() fix where I ↵Justin Clark-Casey (justincc)2011-08-261-5/+1
| | | | | | | | accidentally stopped normal script state persistence on login/logout and attach/detach
| * Remove forcing of phantom on ground attached objects - attachments can be ↵Justin Clark-Casey (justincc)2011-08-242-5/+0
| | | | | | | | | | | | both non-phantom and flagged as physical. As per Melanie