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* Merge branch 'master' into bigmergeMelanie2011-11-041-1/+1
|\ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/LightShare/LightShareModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
| * Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-031-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-021-2/+2
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| * \ Merge branch 'master' into bigmergeMelanie2011-11-031-2/+2
| |\ \ | | |/ | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneGraph.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| | * Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
* | | Fix link order when linking sets to setsMelanie2011-11-021-1/+7
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* | Merge branch 'master' into bigmergeMelanie2011-10-301-22/+16
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * Remove the SyncRoot locking from Scene which was only being done around the ↵Justin Clark-Casey (justincc)2011-10-291-22/+16
| | | | | | | | | | | | main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
* | Merge branch 'master' into bigmergeMelanie2011-10-271-1/+15
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-1/+15
| | | | | | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* | Merge commit 'ca83f99332316fda1c412a5bf2889f9cf5cf3577' into bigmergeMelanie2011-10-121-0/+6
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| * Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)2011-10-061-0/+6
| | | | | | | | | | | | | | | | in the main Scene.Update() loop, like the other stats Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time. Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats. These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
* | Merge commit '7d033187d8fd49d9a38531061c38783e81d69f5b' into bigmergeMelanie2011-10-121-0/+5
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| * Make reported sim fps more accurate, in line with frame time msJustin Clark-Casey (justincc)2011-10-051-0/+5
| | | | | | | | Also remove some unused fields and improve naming on others.
* | Bring us up to date.Tom2011-09-141-18/+36
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| * Stop attempts to rewear already worn items from removing and reattaching.Justin Clark-Casey (justincc)2011-09-131-2/+2
| | | | | | | | | | | | | | | | 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)2011-09-131-2/+23
| | | | | | | | | | | | | | | | | | 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.
| * stop the duplicate remove of the root part ids from the full part and local ↵Justin Clark-Casey (justincc)2011-09-131-2/+0
| | | | | | | | | | | | part indexes in SG.DeleteSceneObject() this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
| * In SG.AddSceneObject(), stop unnecessarily adding the root part to object ↵Justin Clark-Casey (justincc)2011-09-131-7/+5
| | | | | | | | | | | | indexes sepearately from the other parts. The SOG.Parts property contains the root part as well as the non-root parts
| * stop the redundant passing in of RegionInfo to SceneGraph, since the Scene ↵Justin Clark-Casey (justincc)2011-09-121-5/+2
| | | | | | | | is always passed in at the same time.
| * minor: if the script engine fails to find a prim for a script, also print ↵Justin Clark-Casey (justincc)2011-09-121-0/+4
| | | | | | | | out that prim's local id in the error message.
* | First set of merge fixesTom2011-09-071-8/+7
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* | Resolve merge commits, stage 1Tom2011-09-041-42/+50
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| * Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-1/+1
| | | | | | | | 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)2011-09-011-19/+10
| | | | | | | | | | 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.
| * refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-301-7/+0
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| * Related to #4689 - Adding missing null check for SceneObjectPartMakopoppo2011-08-271-4/+10
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-181-2/+3
| | | | | | | | | | | | | | 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
| * refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-191-2/+2
| | | | | | | | consistency
| * Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what ↵Justin Clark-Casey (justincc)2011-07-191-3/+3
| | | | | | | | it actually does and is more consistent with other method names.
| * Stop undo of just the root prim position in the linkset from shifting the ↵Justin Clark-Casey (justincc)2011-07-191-1/+0
| | | | | | | | | | | | 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)2011-07-191-1/+1
| | | | | | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
| * Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-181-0/+1
| | | | | | | | | | | | | | 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.
| * Replace ifs in SOG.GroupResize() with Math.Min()Justin Clark-Casey (justincc)2011-07-161-0/+1
| | | | | | | | | | Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize). Will get some more attention soon.
| * refactor: Push all part resize code down into SceneObjectPart.Resize()Justin Clark-Casey (justincc)2011-07-161-4/+5
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| * add test for resizing one part in a groupJustin Clark-Casey (justincc)2011-07-161-1/+1
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| * remove the need to supply SceneObjectGroup.GroupResize() with a localId.Justin Clark-Casey (justincc)2011-07-161-1/+1
| | | | | | | | This is utterly pointless scene we already know which sog we're dealing with.
| * refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+11
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* | Merge branch 'master' into careminster-presence-refactorMelanie2011-06-111-1/+10
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| * minor: add method doc to make it clear that click action is fired when the ↵Justin Clark-Casey (justincc)2011-06-101-1/+10
| | | | | | | | click action is changed, not when a prim is clicked
* | Merge branch 'master' into careminster-presence-refactorMelanie2011-05-221-9/+58
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| * refactor Scene.RezObject() to use AddNewSceneObject() rather than ↵Justin Clark-Casey (justincc)2011-05-211-8/+9
| | | | | | | | copy/pasting code with small differences
| * implement Scene.GetSceneObjectGroup(string name) to match the equivalent ↵Justin Clark-Casey (justincc)2011-05-201-1/+30
| | | | | | | | GetSOP method
| * implement Scene.GetSceneObjectGroup(UUID fullID) using existing indexJustin Clark-Casey (justincc)2011-05-201-0/+16
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| * add test for rezzing an object from a prim itemJustin Clark-Casey (justincc)2011-05-201-0/+3
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| * Implement agent limitsMelanie2011-04-211-0/+5
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* | Merge branch 'master' into careminster-presence-refactorMelanie2011-04-171-0/+2
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| * Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-131-0/+2
| | | | | | | | | | | | | | | | | | used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
* | Merge branch 'master' into careminster-presence-refactorMelanie2011-04-081-1/+1
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| * Fix bug where on duplication, the root part local id was continually used in ↵Justin Clark-Casey (justincc)2011-04-061-1/+1
| | | | | | | | populating the local id scene object index instead of each part's local id