aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes (unfollow)
Commit message (Collapse)AuthorFilesLines
2014-01-08If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)1-0/+2
instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
2013-12-14Wrap analysis of the particle system in the UUID Gatherer in a separate ↵Justin Clark-Casey (justincc)1-3/+12
try/catch as sometimes it appears that this can be corrupt. As per Oren's suggestion.
2013-12-05Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)1-13/+2
x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
2013-12-03Ignore X and Y body rotations when sent by mouse look.Justin Clark-Casey (justincc)1-3/+15
Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix
2013-11-30Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced ↵Justin Clark-Casey (justincc)1-1/+1
for slow walk/run in 4cfe02a rather than the magic number
2013-11-30Remove unused SP.Updated flag, which appears unused for many years and was ↵Justin Clark-Casey (justincc)1-10/+0
only set true once and never reset
2013-11-30Implement most effects of AGENT_CONTROL_STOPJustin Clark-Casey (justincc)2-44/+104
AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer. For a stopped avatar, this prevents fly or walk/run (though not rotate) until released. For a walking/running avatar, this reduces movement to half speed. For a flying avatar, this stops the avatar. These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8 Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
2013-11-30Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint ↵Justin Clark-Casey (justincc)1-19/+6
rather than a byte
2013-11-29Remove unused sp.ParentPosition, which has not been used for some timeJustin Clark-Casey (justincc)2-21/+2
2013-11-29Comment out debug sit message accidently left activeJustin Clark-Casey (justincc)1-3/+3
2013-11-29Fix regression where sitting on ground stopped working.Justin Clark-Casey (justincc)1-8/+11
This was due to the PhysicsActor no longer being recreated on stand from ground.
2013-11-29Restore SP.AbsolutePosition to properly return actual absolute position when ↵Justin Clark-Casey (justincc)1-1/+1
sitting
2013-11-27Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)1-7/+49
2013-11-26Only translate linked prim specified offset pos by the link prim rotation, ↵Justin Clark-Casey (justincc)1-13/+15
not any specified avatar rotation as well. Don't translate root prim position by avatar rotation.
2013-11-26fix position changes when sitting on a prim with position and/or orientation ↵Justin Clark-Casey (justincc)1-3/+28
explicitly specified
2013-11-23Revert "Fix issue where sitting on non-root linked prims would send camera ↵Justin Clark-Casey (justincc)1-7/+2
to wrong position in third-person and mouselook" Reverting to place on separate branch This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
2013-11-23Revert "Add line accidentally left out of recent non-root prim sit fix"Justin Clark-Casey (justincc)1-2/+0
Reverting to place on new branch This reverts commit ed1029712a85206430fee1d4897d473517728dab.
2013-11-23Revert "Fix non-root prim sit positions for prims where a sit target has ↵Justin Clark-Casey (justincc)1-1/+1
been specified as well." Revert to place on separate branch for now This reverts commit 70e651a8d1d0c2a48c4f26cd1c70bee098c11a57.
2013-11-23Revert "Refix fix for sitting on non-root linked prims with explicit sit ↵Justin Clark-Casey (justincc)1-1/+1
targets." This reverts commit 78649eb0999a5f97cc541c94ec98d1d06ed957cb.
2013-11-23Revert "fix avatar rotation when sitting on a linked part"Justin Clark-Casey (justincc)1-1/+1
Reverting for now to place on separate branch This reverts commit 65304260af283211443a2872c46f6609d3e45649.
2013-11-23fix avatar rotation when sitting on a linked partJustin Clark-Casey (justincc)1-1/+1
Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
2013-11-23Refix fix for sitting on non-root linked prims with explicit sit targets.Justin Clark-Casey (justincc)1-1/+1
I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
2013-11-23Fix non-root prim sit positions for prims where a sit target has been ↵Justin Clark-Casey (justincc)1-1/+1
specified as well.
2013-11-23Add line accidentally left out of recent non-root prim sit fixJustin Clark-Casey (justincc)1-0/+2
Original commit is ff4e7de7
2013-11-23Fix issue where sitting on non-root linked prims would send camera to wrong ↵Justin Clark-Casey (justincc)1-2/+7
position in third-person and mouselook We now specify sits as offsets from the root prim, as the viewer expects.
2013-11-15refactor: replace verbose checks with String.IsNullOrEmpty where applicable.Justin Clark-Casey (justincc)2-3/+3
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
2013-11-13Fix bug where removing a physical linkset would only decrement the Active ↵Justin Clark-Casey (justincc)2-2/+73
Objects statistic by 1 instead of by the number of prims removed. Unlike LL, OpenSimulator currently uses this stat to record the number of prims in the physics simulation, even when they are at rest. Added regression test for this case.
2013-10-17After finishing to edit an attachment, let other avatars see the changes. ↵Oren Hurvitz2-8/+4
(The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
2013-10-15Fixed rezzing coalesced objects from a prim's inventoryOren Hurvitz2-68/+152
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
2013-09-27minor: Disable logging left active on regression test ↵Justin Clark-Casey (justincc)1-1/+1
TestSameSimulatorIsolatedRegionsV2()
2013-09-27refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)4-12/+12
the code that this is symmetric with CloseAgent()
2013-09-27refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)4-29/+17
it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
2013-09-26minor: Add scene name to baked textures in cache log messageJustin Clark-Casey (justincc)1-1/+1
2013-09-25Reinsert client.SceneAgent checks into ↵Justin Clark-Casey (justincc)1-0/+3
LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100) This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message. This is most probably why the message appeared to get lost on a proportion of entity transfers. A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
2013-09-22Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood2-0/+21
Patch taken from http://opensimulator.org/mantis/view.php?id=4905 originally by Greg C. Fixed to apply to r/23314 commit ba9daf849e7c8db48e7c03e7cdedb77776b2052f (cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
2013-09-20Lock around read/write of ScenePresence.m_originRegionID to make sure that ↵Justin Clark-Casey (justincc)1-5/+33
all threads are seeing the latest value and not a cached one. There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
2013-09-20Change some message log levels in Scene.IncomingUpdateChildAgent() for ↵Justin Clark-Casey (justincc)1-3/+3
debugging purposes
2013-09-19UUID Gatherer: find assets used in Light Projection, Particle Systems, and ↵Oren Hurvitz1-1/+14
Collision Sounds.
2013-09-19For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 ↵Justin Clark-Casey (justincc)1-1/+1
teleport protocol even if SIMULATION/0.2 is available. This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details. Default remains "SIMULATION/0.2" Primarily for http://opensimulator.org/mantis/view.php?id=6755
2013-09-19minor: Make SP.MakeRootAgent() private - no external code has any business ↵Justin Clark-Casey (justincc)1-1/+1
calling this method
2013-09-19minor: Make log message at top of ScenePresence.CompleteMovement info level ↵Justin Clark-Casey (justincc)1-5/+5
and comment out later log message in ScenePresence.MakeRootAgent() Need an info message since this is currently important in detecting teleport issue when not at debug log level. CompleteMovement message occurs before MakeRootAgent() one did
2013-09-19Revert "Also check user authorization if looking to upgrade from a child to ↵Justin Clark-Casey (justincc)1-13/+0
a root agent." This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466. This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
2013-09-19Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that ↵Justin Clark-Casey (justincc)2-1/+88
avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
2013-09-18minor: correct method name in commentJustin Clark-Casey (justincc)1-1/+1
2013-09-18refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()Justin Clark-Casey (justincc)2-6/+7
verb-noun is consistent with other similar methods
2013-09-18minor: Make log message when Scene.IncomingChildAgentDateUpdate() more ↵Justin Clark-Casey (justincc)2-4/+12
explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root Add some comments about the mssage sequence, though much more data is at http://opensimulator.org/wiki/Teleports
2013-09-16Reinsert comments about possible race conditions when sending bulk inventory ↵Justin Clark-Casey (justincc)1-0/+3
updates on non-flag clothing editing
2013-09-11BulletSim: remove chatty debug message from previous commit.Robert Adams1-3/+3
2013-09-11BulletSim: add position and rotation update for child prim physics update ↵Robert Adams1-0/+20
events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
2013-09-09Change collision logic in SceneObjectPart so land_collision will happen.Robert Adams1-6/+3
The previous logic would generate land_collision_start and land_collision_end but would not generate the land_collision itself.