| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
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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
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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.
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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.
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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
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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.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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fetch four separate times.
No functional change.
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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
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ForEachScenePresence can be changed to ForEachRootScenePresence.
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only receive the very first collision.
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Conflicts:
OpenSim/Framework/Watchdog.cs
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about synchronicity for PhysicsActor.OnCollisionUpdate event doc
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CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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GetAvatarOnSitTarget() which returned exactly the same thing
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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done for most other scene config params
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to physics
This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
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done immediately afterwards in DoPhysicsPropertyUpdate()
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sends entity updates (including presence ones), not just prims.
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updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene
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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,
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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are only sent to affected clients.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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