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* Merge branch 'master' into bigmergeMelanie2011-11-051-1/+0
|\ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Don't rotate child prims, if only the root prim is rotated.nebadon2011-11-051-2/+2
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| * Replacing te linking code with the code from Avination. Link sets prims are nowMelanie2011-11-051-35/+11
| | | | | | | | numbered properly even when sets are linked to sets.
* | 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
| * Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-031-1/+1
| | | | | | | | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
| * 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 bigmergeMelanie2011-11-021-4/+4
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| * \ Merge branch 'master' into bigmergeMelanie2011-11-031-4/+4
| |\ \ | | |/ | | | | | | | | | | | | | | | | | | 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 Lake2011-11-021-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 setsMelanie2011-11-021-39/+11
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* | Merge branch 'master' into bigmergeMelanie2011-10-301-19/+14
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * Remove completely unused SOG.Rotation parameterJustin Clark-Casey (justincc)2011-10-291-8/+0
| | | | | | | | We always use SOP.Rotation instead
| * set grp.RootPart.GroupPosition for code consistency (and readability) rather ↵Justin Clark-Casey (justincc)2011-10-281-5/+0
| | | | | | | | than calling SOP.OffsetForNewRegion
| * Add missing doc to rotation/position methods in SOGJustin Clark-Casey (justincc)2011-10-281-5/+5
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* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-2/+2
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
* | MergeMelanie2011-10-251-1/+1
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* | Merge commit '5ddefc256468e4b394d82a2c4bc69fe28c4b59ea' into bigmergeMelanie2011-10-251-2/+2
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| * remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2011-10-151-2/+2
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* | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-10-121-20/+17
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| * \ Merge commit '56dbab35e122e724c9277b05820417a05ad8a1be' into bigmergeMelanie2011-10-111-7/+0
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| | * Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)2011-10-011-7/+0
| | | | | | | | | | | | | | | SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be,
| * | Merge commit '2b2580e3a12d5c493f9a77bf9435ca32a0a0355c' into bigmergeMelanie2011-10-111-0/+8
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| | * Fix for rezzing and derezzing HUDs (see Mantis #5406). From now on updates ↵Snoopy Pfeffer2011-09-251-1/+5
| | | | | | | | | | | | are only sent to affected clients.
| * | Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmergeMelanie2011-10-111-1/+1
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| | * Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-1/+1
| | | | | | | | | | | | This is moved into ScenePresence for now as a general facility
| * | Merge commit 'de19dc3024e5359f594d0a32c593d905163c24ea' into bigmergeMelanie2011-10-111-12/+8
| |\ \ | | |/ | | | | | | | | | | | | | | | 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)2011-09-151-12/+8
| | | | | | | | | | | | | | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* | | Merge branch 'careminster-presence-refactor' into bigmergeMelanie2011-10-061-2/+6
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| * | Fix physics proxy position when linking and rotating the root prim onlyMelanie2011-10-061-2/+6
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* | | Merge fixes, and fix the buildTom2011-09-141-105/+61
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* | | First set of merge fixesTom2011-09-071-61/+26
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* | | Now merging the core changes.Tom2011-09-041-421/+444
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* | | Change of tactic. Reverting this to the careminster version, then i'll ↵Tom2011-09-041-635/+1117
| | | | | | | | | | | | selectively merge the changes made to core.
* | | I fucked up the merge for SOG, so reverting back to OpenSim Core's version...Tom2011-09-041-1005/+255
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* | | Resolve merge commits, stage 1Tom2011-09-041-264/+532
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| * Go back to resetting the State parameter for all parts of a SOG when ↵Justin Clark-Casey (justincc)2011-09-021-0/+6
| | | | | | | | | | | | | | SOG.ClearPartAttachmentData() is called. Even though we don't use these on rez they are still present after an unlink, after which selecting them causes various viewers to crash Hopefully really does address http://opensimulator.org/mantis/view.php?id=5664
| * Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-124/+70
| | | | | | | | 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
| * add Name property to ISceneEntityJustin Clark-Casey (justincc)2011-08-301-2/+5
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| * Eliminate duplicate AttachmentPoint properties by always using the one ↵Justin Clark-Casey (justincc)2011-08-271-18/+18
| | | | | | | | stored in the root part's state field.
| * refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-25/+19
| | | | | | | | pointless duplication of identical values
| * refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-261-2/+10
| | | | | | | | 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)2011-08-261-40/+6
| | | | | | | | AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
| * refactor: move sog.DetachToInventoryPrep() into ↵Justin Clark-Casey (justincc)2011-08-261-28/+4
| | | | | | | | AttachmentsModule.DetachSingleAttachmentToInv()
| * refactor: simplify EntityBase.IsDeleted propertyJustin Clark-Casey (justincc)2011-08-241-3/+3
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| * add SOG helper properties IsPhantom, IsTemporary, etc. to improve code ↵Justin Clark-Casey (justincc)2011-08-241-20/+46
| | | | | | | | | | | | readability use these in some sog methods
| * early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-1/+1
| | | | | | | | | | 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.
| * Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-051-9/+13
| | | | | | | | not yet complete.
| * refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-031-1/+1
| | | | | | | | consistent with terminology used by scene object part and elsewhere
| * get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-1/+1
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| * Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-10/+1
| | | | | | | | | | | | | | 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.