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path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs (follow)
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* Taint SOGs the right wayMelanie2011-01-101-1/+5
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* Fix linking link sets to rotated prims.Melanie2010-12-261-3/+4
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* Make sure the material is set on physical primsMelanie2010-12-151-0/+1
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* Merge branch 'master' into careminster-presence-refactorMelanie2010-12-031-2/+13
|\ | | | | | | Also prevent god takes from ending up in Lost and Found
| * Only force prim persistence before delete if the prim is the result of an ↵Justin Clark-Casey (justincc)2010-12-031-2/+13
| | | | | | | | | | | | unpersisted delink This considerably improves delete performance for objects with large linksets
* | Prevent an overlength button label from producing a debug dump and abortingMelanie2010-11-241-1/+1
| | | | | | | | the script.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-11-231-0/+2
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| * Let CHANGED_SCALE also trigger when editing prims and linksets with the ↵Marck2010-11-221-0/+2
| | | | | | | | | | | | viewer's edit tools. This event used to trigger only when the scale was changed with a script.
| * Change the way attachments are persisted. Editing a worn attachment will nowMelanie2010-11-161-2/+4
| | | | | | | | | | | | | | 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.
| * Fix autoreturn to not return zero objectsMelanie2010-10-071-6/+2
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| * Plumb the path for multiple object deletesMelanie2010-10-061-2/+6
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* | Change the way attachments are persisted. Editing a worn attachment will nowMelanie2010-11-161-2/+4
| | | | | | | | | | | | | | 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 temp-on-rez prims from being persistedMelanie2010-11-081-0/+3
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* | Fix creation of a duplicate physics actor on chained drag-copy operations,Melanie2010-11-041-17/+0
| | | | | | | | the main cause for "ghost prims"
* | Make SendKillObject send multiple localIDs in one packet. This avoids theMelanie2010-10-081-5/+1
| | | | | | | | halting visual behavior of large group deletes and eliminates the packet flood
* | Implement taking of coalesced objects.Melanie2010-10-071-5/+2
| | | | | | | | | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
* | Plumb the path for multiple object deletesMelanie2010-10-061-2/+6
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* | Fix a potential key collisionMelanie2010-09-301-1/+1
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-251-1/+1
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| * Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-251-1/+1
| | | | | | | | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* | Merge branch 'careminster-presence-refactor' of ↵Melanie2010-09-211-1/+1
|\ \ | | | | | | | | | ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
| * | Fix a merge artefact that broke script state persistence in XAttachmentsMelanie2010-09-191-1/+1
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* | | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-211-2/+6
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| * If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-211-2/+6
| | | | | | | | | | | | | | | | scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
* | Remove the now unused partslockroot2010-09-171-1/+0
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-171-899/+561
|\ \ | |/ | | | | | | | | Integrate the next large patch. Don't use this version, it has a ghost avatar issue. Next push will fix it.
| * Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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| * Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-161-818/+591
| | | | | | | | MapAndArray collection
* | Removing debugroot2010-09-161-1/+0
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* | JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-161-0/+1
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* | Some small bug fixesroot2010-09-161-0/+1
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-161-11/+8
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| * rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-151-1/+1
| | | | | | | | code readability
| * Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+17
| | | | | | | | | | | | | | | | scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
* | Merge branch 'careminster-presence-refactor' of ↵Melanie Thielker2010-09-141-3/+3
|\ \ | | | | | | | | | ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
| * \ Merge branch 'master' into careminster-presence-refactorMelanie2010-09-141-3/+3
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| | * Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | | | | | | | | | This can get very spammy with regularly changing objects. Please uncomment if required.
* | | Adjust the code for ghost prim removal to new information from KittoMelanie Thielker2010-09-141-3/+7
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* | Fix a small left over buglet and also add checking of the physics actorMelanie Thielker2010-09-141-0/+10
| | | | | | | | | | position on backup. This way, ant object that has been moved will be checked for ghost prims as soon as it is persisted.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-131-16/+7
|\ \ | |/ | | | | | | The modules will need to be updated for this to compile and run again. Please don't use until I do the companion commit to modules later on.
| * MergedJohn Hurliman2010-09-121-9/+9
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| | * Formatting cleanup.Jeff Ames2010-09-121-9/+9
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| * | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-121-1/+1
| |/ | | | | | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
| * Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-111-1/+1
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| * Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-101-9/+2
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| * Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-071-17/+25
| | | | | | | | | | | | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-071-15/+27
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| * | Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-071-17/+25
| |/ | | | | | | | | | | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
| * Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2010-09-061-3/+2
| | | | | | | | | | Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
| * refactor: move SOG.AttachToAgent() into AttachmentsModuleJustin Clark-Casey (justincc)2010-09-011-71/+0
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