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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* * Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey2008-03-141-12/+1
| | | | | | | | prim at a time. * Teaches me not to say stuff like 'this is now working'
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-141-1/+1
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-3/+26
| | | | | | | * Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-1/+7
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * Added null root part guardlbsa712008-03-141-1/+9
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-0/+47
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+3
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* * Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey2008-03-131-2/+4
| | | | delink prim updates is low priority
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-3/+11
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-5/+7
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-13/+13
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* this is probably just a band aid, but should at leastSean Dague2008-03-041-3/+9
| | | | | | | help figure out where my last crash came from by being extra careful arround Add for scene object group.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-2/+5
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+8
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+4
| | | | instances to prevent event race conditions
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-201-2/+0
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-0/+5
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-22/+19
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-1/+1
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey2008-02-131-5/+16
| | | | | | * Many thanks to alex_carnell for the necessary information for this
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-1/+1
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+4
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-3/+9
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * Added some connection debugginglbsa712008-02-111-1/+1
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* * some refactoring on permissionslbsa712008-02-111-1/+1
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-6/+9
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-15/+8
| | | | | * Backup your database just in case.
* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-101-10/+2
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-101-0/+7
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* * A lot of ugly permissions updates.Teravus Ovares2008-02-101-0/+9
| | | | | | | | | | ** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-3/+3
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* refactor - remove unused m_children from EntityBaseJustin Clarke Casey2008-02-081-2/+0
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* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-0/+12
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-051-2/+2
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-6/+38
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-221-2/+2
| | | | perms weirdness, let's all work together to find the real cause.
* * Make object persistence more granular by separating prim and prim ↵Justin Clarke Casey2008-01-211-2/+7
| | | | inventory persistence
* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-181-10/+10
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-181-8/+12
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* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+10
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * added ForEachPart helperlbsa712008-01-171-2/+16
| | | | | * added SetOwnerId that... sets.. OwnerId... on all parts.
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-4/+2
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * Store task inventory when an object is taken into agent inventoryJustin Clarke Casey2008-01-161-4/+8
| | | | | | | | * This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
* * Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares2008-01-151-0/+6
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-151-6/+16
| | | | | | | | * Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
* * Mother of all commits:Adam Frisby2008-01-151-2/+2
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-29/+51
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.