Commit message (Collapse) | Author | Age | Files | Lines | |
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* | refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -6/+11 |
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* | minor: add method doc to make it clear that click action is fired when the ↵ | Justin Clark-Casey (justincc) | 2011-06-10 | 1 | -1/+10 |
| | | | | click action is changed, not when a prim is clicked | ||||
* | refactor Scene.RezObject() to use AddNewSceneObject() rather than ↵ | Justin Clark-Casey (justincc) | 2011-05-21 | 1 | -8/+9 |
| | | | | copy/pasting code with small differences | ||||
* | implement Scene.GetSceneObjectGroup(string name) to match the equivalent ↵ | Justin Clark-Casey (justincc) | 2011-05-20 | 1 | -1/+30 |
| | | | | GetSOP method | ||||
* | implement Scene.GetSceneObjectGroup(UUID fullID) using existing index | Justin Clark-Casey (justincc) | 2011-05-20 | 1 | -0/+16 |
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* | add test for rezzing an object from a prim item | Justin Clark-Casey (justincc) | 2011-05-20 | 1 | -0/+3 |
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* | Implement agent limits | Melanie | 2011-04-21 | 1 | -0/+5 |
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* | Add coalesced scene objects class and serializer. This is currently only ↵ | Justin Clark-Casey (justincc) | 2011-04-13 | 1 | -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. | ||||
* | Fix bug where on duplication, the root part local id was continually used in ↵ | Justin Clark-Casey (justincc) | 2011-04-06 | 1 | -1/+1 |
| | | | | populating the local id scene object index instead of each part's local id | ||||
* | When an object is duplicated, add it to the full/local id SOG indexes as ↵ | Justin Clark-Casey (justincc) | 2011-03-26 | 1 | -1/+29 |
| | | | | well as Entities | ||||
* | Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵ | Justin Clark-Casey (justincc) | 2011-03-26 | 1 | -5/+25 |
| | | | | | | | | prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times | ||||
* | refactor: rename SOG collections in SceneGraph to make it clearer that they ↵ | Justin Clark-Casey (justincc) | 2011-03-26 | 1 | -30/+30 |
| | | | | are indexing each part's UUID, not just the root part. | ||||
* | Add an initial confidence-building TestAddObject() for prim counts. | Justin Clark-Casey (justincc) | 2011-03-22 | 1 | -6/+7 |
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* | Fix bug where avatars in other regions would not always show up on the mini-map | Justin Clark-Casey (justincc) | 2011-02-24 | 1 | -1/+2 |
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* | Remove the RestorePresences functions (which don't seem to be doing | Mic Bowman | 2011-01-26 | 1 | -2/+2 |
| | | | | | anything) and clean up the code in AddNewClient (so Appearance only gets assigned once, not three times). | ||||
* | reinstate IAttachmentsModule.UpdateAttachmentPosition() since this is being ↵ | Justin Clark-Casey (justincc) | 2010-12-14 | 1 | -7/+2 |
| | | | | | | used by a 3rd party region module and contains non-obvious attachment specific code There are no functional changes. UpdateAttachmentPosition() is adapted to the new approach of only saving attachment state on logout | ||||
* | fix the minimap sitting avatar location bug | Justin Clark-Casey (justincc) | 2010-12-10 | 1 | -1/+1 |
| | | | | a sitting avatar should have it's offset position added to the scene object, not its absolute position | ||||
* | Change the way attachments are persisted. Editing a worn attachment will now | Melanie | 2010-11-16 | 1 | -5/+12 |
| | | | | | | | save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching. | ||||
* | Prevent nullrefs in scene object deletion. Mantis #5156 | Melanie | 2010-10-27 | 1 | -1/+4 |
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* | I really have to say it again and again: e.Message is NOT enough data for | Melanie | 2010-10-03 | 1 | -2/+1 |
| | | | | | | troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p | ||||
* | Prevent setting arbitrary groups on your objects. | Melanie | 2010-09-27 | 1 | -0/+3 |
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵ | John Hurliman | 2010-09-16 | 1 | -33/+20 |
| | | | | MapAndArray collection | ||||
* | Remove SceneGraph.DetachObject() which was accidentally left around after ↵ | Justin Clark-Casey (justincc) | 2010-09-13 | 1 | -10/+0 |
| | | | | being migrated to AttachmentsModule | ||||
* | Formatting cleanup. | Jeff Ames | 2010-09-12 | 1 | -3/+3 |
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* | Second pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 2010-09-10 | 1 | -34/+32 |
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* | First pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 2010-09-10 | 1 | -136/+127 |
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* | Make sure unlinked child prims get persisted | Melanie | 2010-09-07 | 1 | -0/+5 |
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* | Adjust the "Magic numbers" we use because we can't reference the actual | Melanie Thielker | 2010-08-31 | 1 | -1/+1 |
| | | | | script state enum to reflect recent changes. | ||||
* | Improve liveness by operating on list copies of SOG.Children where appropriate | Justin Clark-Casey (justincc) | 2010-08-28 | 1 | -25/+26 |
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* | refactor: break out attachment position change code in ↵ | Justin Clark-Casey (justincc) | 2010-08-26 | 1 | -24/+13 |
| | | | | | | Scene.UpdatePrimPosition() and move into AttachmentsModule This allows region modules to change attachment positions. | ||||
* | Remove mono compiler warnings | Justin Clark-Casey (justincc) | 2010-08-26 | 1 | -2/+0 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2010-08-26 | 1 | -26/+38 |
|\ | | | | | | | | | | | | | Resolve merge conflicts Conflicts: OpenSim/Region/Framework/Scenes/SceneGraph.cs | ||||
| * | Make scene object directories more robust and prevent deleted SOP's from | Melanie Thielker | 2010-08-25 | 1 | -17/+29 |
| | | | | | | | | sticking around | ||||
* | | Improve consistency of locking for SOG.m_parts in order to avoid race ↵ | Justin Clark-Casey (justincc) | 2010-08-26 | 1 | -45/+66 |
|/ | | | | conditions in linking and unlinking | ||||
* | Split out actual scene object insertion code from Scene.Inventory.RezObject ↵ | Justin Clark-Casey (justincc) | 2010-08-24 | 1 | -0/+36 |
| | | | | | | | | and move into SceneGraph.AddNewSceneObject() The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages. This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module This code does not touch direct rez by a user | ||||
* | Add new SceneGraphTests class. Add simple TestDuplicateObject() | Justin Clark-Casey (justincc) | 2010-08-07 | 1 | -1/+1 |
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* | minor: a few miscellaneous comments | Justin Clark-Casey (justincc) | 2010-08-07 | 1 | -0/+5 |
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* | remove unused BasicQuadTreeNode | Justin Clark-Casey (justincc) | 2010-07-30 | 1 | -5/+0 |
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* | Remove AgentID and GroupOD from the signature of SOG.Copy(). They were never | Melanie Thielker | 2010-06-28 | 1 | -1/+1 |
| | | | | used, but made for a very mispleading read of the code in the callers. | ||||
* | Fix Copy on Ray, Drag Copy and other little things. Removed the wrong and | Melanie Thielker | 2010-06-28 | 1 | -1/+1 |
| | | | | | | | nonworking ownership assignment in SOG, which messed things up before. No longer trust the client to send the ID of the person something is copied as, since it allows to run a script with someone else's permissions. Properly adjust inventory ownership and perms. | ||||
* | Make drag copy and copy-on-ray handle friends list perms properly | Melanie Thielker | 2010-06-27 | 1 | -0/+22 |
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* | stop KeyNotFoundException() being thrown in RemoveScenePresence if the agent ↵ | Justin Clark-Casey (justincc) | 2010-06-25 | 1 | -6/+7 |
| | | | | | | isn't present in the presence dictionary the code to do this was there but was being circumvented by newmap[agentID] before the check actually took place | ||||
* | Refactor SendCoarseLocations for better performance. Instead of computing ↵ | Dan Lake | 2010-06-08 | 1 | -0/+37 |
| | | | | list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations. | ||||
* | Reduce number of full updates sent on region crossing for attachments/huds ↵ | Justin Clark-Casey (justincc) | 2010-06-08 | 1 | -3/+7 |
| | | | | | | | | | to 1 from 3 This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed This code is a foreport from the equivalent changes in 0.6.9-post-fixes | ||||
* | Fix create selection getting overwritten by multiple updates for the same prim. | Melanie Thielker | 2010-05-31 | 1 | -1/+1 |
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* | rearrange SceneGraph.AddSceneObject() to return earlier if an object with ↵ | Justin Clark-Casey (justincc) | 2010-05-21 | 1 | -53/+49 |
| | | | | | | that uuid is already in the scene this means that we don't perform pointless work | ||||
* | Fix a problem where SceneGraph.AddSceneObject() would return false on ↵ | Justin Clark-Casey (justincc) | 2010-05-21 | 1 | -7/+14 |
| | | | | | | successfully adding an object rather than true, in defiance of its method documentation This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added. | ||||
* | Refactor scene presence list for lockless iteration. Lock contention will ↵ | Dan Lake | 2010-05-15 | 1 | -61/+53 |
| | | | | now only be for simultaneous add/removes of scene presences from the scene. | ||||
* | Fix link security issue | Melanie | 2010-04-30 | 1 | -32/+9 |
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* | All scripts are now created suspended and are only unsuspended when the object | Melanie | 2010-04-19 | 1 | -0/+1 |
| | | | | | | is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable. |