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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* HG: normalize all externalized user ULRs to be the Home URL, i.e. the ↵Diva Canto2012-01-121-2/+2
| | | | location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
* Small fix to GetWorldPosition to get closer to Avination sit behaviorMelanie2012-01-051-10/+4
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* rename Scene.m_physicalPrim to PhysicalPrims since its public and access ↵Justin Clark-Casey (justincc)2011-12-221-1/+1
| | | | external as a property
* Make it possible to force all prims to be phantom via the collidable_prim ↵Justin Clark-Casey (justincc)2011-12-221-1/+4
| | | | | | | | | boolean setting in the OpenSim.ini config [Startup] section. Naturally, default is true. When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom. This setting is for test purposes. This switch does not affect the collision of avatars with the terrain.
* Fix bug where objects could not be set to a new group if the group had been ↵Justin Clark-Casey (justincc)2011-12-171-0/+5
| | | | | | | | | | created in that client session, or if no other action has been performed on the object. There were two problems here: 1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session 2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag. This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588 This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
* Stop generating client flags when we send out full object updates.Justin Clark-Casey (justincc)2011-12-161-18/+8
| | | | These were entirely unused.
* Reorder clearing of upate schedule on SOP to before sending updates. Fix ↵Dan Lake2011-12-131-11/+3
| | | | potential race condition.
* Fix CHANGED_TEXTURE and CHANGED_COLOR.Melanie2011-12-051-40/+42
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* Correct SOP.GetNumberOfSides() to return 8 for meshes rather than 7Justin Clark-Casey (justincc)2011-12-031-7/+5
| | | | | We are returning the actual number of 'sides', not the maximum index number. Also minor format corrections.
* Workaround for mesh to correct the number of faces in GetNumberOfSides(). ↵marc2011-12-031-1/+9
| | | | | | Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor(); Signed-off-by: marc <mare@sounddog.net>
* Chain SOP constructors together rather than having copy/paste codeJustin Clark-Casey (justincc)2011-11-211-14/+5
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* refactor: Make SOP.Description an automatic propertyJustin Clark-Casey (justincc)2011-11-211-6/+3
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* Remove unused PhysicsActor.SOPDescriptionJustin Clark-Casey (justincc)2011-11-211-11/+2
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* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-1/+5
| | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
* Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-111-56/+12
| | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
* In SOP, replaced many references to private members with the public propertiesDan Lake2011-11-101-243/+233
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* Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵Dan Lake2011-11-101-18/+9
| | | | 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.
* Fix NPC sitting for prims without a sit target.Justin Clark-Casey (justincc)2011-11-051-2/+10
| | | | | | | | 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.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-031-4/+4
| | | | | | 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 Lake2011-11-031-10/+10
| | | | | | | | | | | | | | 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.
* Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-50/+51
| | | | | | | | | | | | | | | | | 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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-281-6/+3
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| * Continuation of previous checkin. Found more places where ↵Dan Lake2011-10-271-6/+3
| | | | | | | | ForEachScenePresence can be changed to ForEachRootScenePresence.
* | fetch SOP.RotationOffset once in UpdateRotation() and compare rather than ↵Justin Clark-Casey (justincc)2011-10-281-5/+20
|/ | | | | | fetch four separate times. No functional change.
* Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-0/+2
| | | | only receive the very first collision.
* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-4/+0
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-251-4/+6
| | | | | | 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.
* 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
* 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 :)
* 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
* remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2011-10-151-4/+4
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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.
* remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵Justin Clark-Casey (justincc)2011-10-151-4/+0
| | | | done immediately afterwards in DoPhysicsPropertyUpdate()
* refactor: Remove redundant code in SOP.UpdatePrimFlags()Justin Clark-Casey (justincc)2011-10-151-27/+21
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* factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)2011-10-151-5/+17
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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.
* 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
* 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,
* 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.
* remove unused SOP.Create() methodJustin Clark-Casey (justincc)2011-09-231-14/+0
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* 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.
* 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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