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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* Merge commit '62a63f834b7cc056ee37c396034d0e268f66b4a8' into bigmergeMelanie2011-10-251-5/+3
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-171-5/+3
| | | | | | | | GetAvatarOnSitTarget() which returned exactly the same thing
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-3/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-2/+0
| | | | | | | | | | | | | | | | | | 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 :)
* | Merge commit '528cc8136e567b5bac583728fbb0235baaba2f02' into bigmergeMelanie2011-10-251-33/+8
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
| * fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-151-34/+8
| | | | | | | | done for most other scene config params
* | Merge commit '5ddefc256468e4b394d82a2c4bc69fe28c4b59ea' into bigmergeMelanie2011-10-251-4/+4
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| * remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2011-10-151-4/+4
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* | Merge commit '3843efe478ed682fd08bf12ea8bd7377c68a36fb' into bigmergeMelanie2011-10-251-1/+6
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| * Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)2011-10-151-1/+6
| | | | | | | | | | | | | | 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.
* | Merge commit 'f2889d7ce97a01086dc7fc0690865a1eae452364' into bigmergeMelanie2011-10-251-4/+0
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| * remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵Justin Clark-Casey (justincc)2011-10-151-4/+0
| | | | | | | | done immediately afterwards in DoPhysicsPropertyUpdate()
* | Merge commit '732e9373795a35ed1965bbb93a02117fcf0a8c3e' into bigmergeMelanie2011-10-251-27/+21
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| * refactor: Remove redundant code in SOP.UpdatePrimFlags()Justin Clark-Casey (justincc)2011-10-151-27/+21
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* | Merge commit 'c93c9ea072f319125f466c913f5f4fe1f6864045' into bigmergeMelanie2011-10-251-5/+17
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| * factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)2011-10-151-5/+17
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* | Merge commit 'aa19ccf65c9cd235e0ba941e9832c5240df4412c' into bigmergeMelanie2011-10-251-2/+2
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| * refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-2/+2
| | | | | | | | sends entity updates (including presence ones), not just prims.
* | Merge branch 'master' into bigmergeMelanie2011-10-121-1/+7
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| * Start recording object updates per second statistic (analogue of agent ↵Justin Clark-Casey (justincc)2011-10-111-1/+7
| | | | | | | | | | | | updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene
* | Merge commit '56dbab35e122e724c9277b05820417a05ad8a1be' into bigmergeMelanie2011-10-111-4/+0
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| * Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)2011-10-011-4/+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 bigmergeMelanie2011-10-111-1/+6
|\ \ | |/ | | | | | | 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/+6
| | | | | | | | are only sent to affected clients.
* | Merge commit 'bec0cbe82b0de1b5fa8e214a0cc59d0db1f25959' into bigmergeMelanie2011-10-111-14/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
| * remove unused SOP.Create() methodJustin Clark-Casey (justincc)2011-09-231-14/+0
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* | Merge commit 'b2356340d22578143af2daab979ea4633faa93dc' into bigmergeMelanie2011-10-111-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
* | Merge commit 'de19dc3024e5359f594d0a32c593d905163c24ea' into bigmergeMelanie2011-10-111-14/+26
|\ \ | |/ | | | | | | | | | | 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)2011-09-151-14/+18
| | | | | | | | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* | Merge fixes, and fix the buildTom2011-09-141-0/+8
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* | First set of merge fixesTom2011-09-071-37/+26
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* | Resolve merge commits, stage 1Tom2011-09-041-455/+497
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| * stop passing FromUserInventoryItemID right down into the deserializer.Justin Clark-Casey (justincc)2011-09-021-13/+2
| | | | | | | | the code becomes simpler if this is set from the outside - only one place needs to do this.
| * Move more of IAM.RezObject() into DoPreRezWhenFromItem()Justin Clark-Casey (justincc)2011-09-021-3/+2
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| * refactor: use SOG register target waypoints and rots directly instead of ↵Justin Clark-Casey (justincc)2011-09-011-20/+0
| | | | | | | | calling through the SOP, which doesn't make conceptual sense anyway.
| * refactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID()Justin Clark-Casey (justincc)2011-09-011-17/+6
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| * Fix issue with llGetTorque() where it would only ever return a zero vector.Justin Clark-Casey (justincc)2011-09-011-9/+0
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| * Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-169/+113
| | | | | | | | | | 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: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-35/+11
| | | | | | | | pointless duplication of identical values
| * refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-261-4/+1
| | | | | | | | 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
| * Fix exception when using BasicPhysicsRobert Adams2011-08-191-2/+2
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| * extend phantom flag regression test to toggle back offJustin Clark-Casey (justincc)2011-08-061-0/+3
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| * refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2011-08-061-25/+0
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| * Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-051-4/+3
| | | | | | | | not yet complete.
| * Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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| * refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+86
| | | | | | | | that we don't have to look at it if it's not relevant
| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-1/+0
| | | | | | | | to reflect OpenSim standards.
| * Fix problem where sculpts were not getting physical proxiesJustin Clark-Casey (justincc)2011-07-221-2/+2
| | | | | | | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595
| * Tidy up a superfluous AddPrimShape override in PhysicsSceneCareminster Team2011-07-191-1/+0
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| * On all undo/redo operations, consistently lock the undo object for ↵Justin Clark-Casey (justincc)2011-07-191-5/+1
| | | | | | | | everything, in order to avoid any deadlock issues.