Commit message (Collapse) | Author | Files | Lines | ||
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2012-11-24 | Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are ↵ | Justin Clark-Casey (justincc) | 3 | -106/+83 | |
functionally identical. Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests | |||||
2012-11-24 | Fix regression TestDeleteSceneObjectAsyncToUserInventory by adding a ↵ | Justin Clark-Casey (justincc) | 1 | -7/+12 | |
BasicInventoryAccessModule() and re-enable in test suite. | |||||
2012-11-24 | Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵ | Justin Clark-Casey (justincc) | 17 | -17/+17 | |
automatically turns off any logging enabled between tests | |||||
2012-11-23 | minor: Make note in log if scene was restarted due to an unrecoverable ↵ | Justin Clark-Casey (justincc) | 1 | -1/+6 | |
physics error | |||||
2012-11-23 | Fix problem where restarting the currently selected region would stop ↵ | Justin Clark-Casey (justincc) | 2 | -31/+25 | |
various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object. | |||||
2012-11-23 | Add regression test for checking scene close when SceneManager is asked to close | Justin Clark-Casey (justincc) | 1 | -0/+58 | |
2012-11-23 | Fix regression where we stopped closing scenes on simulator exit. | Justin Clark-Casey (justincc) | 1 | -0/+7 | |
If we don't do this, then these scenes don't get deregistered from the grid, amongst other things. Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000) | |||||
2012-11-20 | Minor formatting for 0962a35d and a few one-line comments as to why that ↵ | Justin Clark-Casey (justincc) | 1 | -8/+7 | |
code is there | |||||
2012-11-20 | Fix movetotarget on mega regions. | Iain Oliver | 1 | -3/+21 | |
2012-11-12 | Stop closing old style modules | Melanie | 1 | -9/+0 | |
2012-11-12 | Remove the old style module loader and all references to it | Melanie | 3 | -88/+12 | |
2012-11-10 | Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() ↵ | Justin Clark-Casey (justincc) | 2 | -35/+70 | |
and make it compile again Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects() | |||||
2012-11-02 | Change to earlier commit for TargetVelocity to support distributed physics. | Dan Lake | 1 | -3/+3 | |
2012-10-31 | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 1 | -1/+1 | |
No change to existing functions. | |||||
2012-10-31 | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 1 | -17/+35 | |
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | |||||
2012-10-30 | Store and send the current movement animation state to a new sim on crossing | Melanie | 2 | -0/+17 | |
2012-10-30 | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 1 | -5/+9 | |
actually are any targets. | |||||
2012-10-29 | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 1 | -1/+1 | |
specifies a UUID rather than a string | |||||
2012-10-29 | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 1 | -79/+9 | |
2012-10-29 | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 1 | -9/+8 | |
from the root prim rather than the source prim | |||||
2012-10-29 | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 1 | -10/+8 | |
SceneObjectPart.SendSound as linksets are only meant to have a single owner | |||||
2012-10-29 | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 1 | -8/+0 | |
2012-10-29 | transposing preload sound onto sound module | SignpostMarv | 1 | -31/+0 | |
2012-10-29 | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 1 | -34/+34 | |
2012-10-29 | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 1 | -4/+4 | |
2012-10-29 | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 1 | -1/+1 | |
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first. | |||||
2012-10-29 | Replacing double-if block in SceneObjectPart.SendSound with Util.Clip | SignpostMarv | 1 | -4/+1 | |
2012-10-29 | Fix memory leak where removing an NPC did not remove its circuits. | Justin Clark-Casey (justincc) | 1 | -2/+3 | |
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address. | |||||
2012-10-29 | Add "force gc" region console command which manually invokes garbage collection. | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
For debugging purposes. | |||||
2012-10-28 | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 1 | -2/+5 | |
it's being iterated | |||||
2012-10-26 | Separate LSL's notion of the default anim from the actually playing anims. | Melanie | 1 | -2/+4 | |
2012-10-26 | Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵ | Melanie | 1 | -1/+1 | |
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125. | |||||
2012-10-26 | Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵ | Justin Clark-Casey (justincc) | 1 | -11/+13 | |
since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft. | |||||
2012-10-25 | minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵ | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change. | |||||
2012-10-25 | Changed "course" to "coarse" in several places | Oren Hurvitz | 1 | -7/+7 | |
2012-10-25 | In Scene.Close(), dispose of the physics scene after base.Close() since ↵ | Justin Clark-Casey (justincc) | 2 | -6/+25 | |
script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4 | |||||
2012-10-25 | Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵ | nebadon | 1 | -1/+1 | |
hud is loaded. Thank you tglion | |||||
2012-10-25 | Fix script error messages not showing up in viewer 3 and associated viewers. | Justin Clark-Casey (justincc) | 1 | -0/+12 | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar. We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages. This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages. This does not affect viewer 1 and associated viewers which continue to process script errors as normal. | |||||
2012-10-25 | When scripts generate expected exceptions (e.g. due to checked bad ↵ | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
parameter) throw ScriptException instead of just a plain old exception. This is to make it easier to distinguish these exceptions from unexpected OpenSimulator problems internally and in regression tests. No functional changes. | |||||
2012-10-24 | Allow "show object", "show part", "dump object" and "delete object" to ↵ | Justin Clark-Casey (justincc) | 2 | -1/+36 | |
accept a local ID as well as a UUID. This means that the sub-commands are now id rather than uuid, e.g. show object id | |||||
2012-10-23 | Add object count stats for new IncomingPacket and UDPPacketBuffer pools if ↵ | Justin Clark-Casey (justincc) | 1 | -2/+4 | |
they are enabled. Add count stats for existing LLUDP pool. This introduces a pull stat type in addition to the push stat type. A pull stat takes a method on construction which knows how to update the stat on request. In this way, special interfaces for pull stat collection are not necessary. | |||||
2012-10-20 | minor: Rename assetCache constructor param in UUIDGatherer to assetService ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
which is what it is. | |||||
2012-10-19 | normalize quaternion.Slerp outputs | UbitUmarov | 1 | -0/+1 | |
Signed-off-by: Melanie <melanie@t-data.com> | |||||
2012-10-18 | Add number of inventory items to information displayed via "show part" ↵ | Justin Clark-Casey (justincc) | 1 | -0/+9 | |
console command | |||||
2012-10-18 | Remove extraneous calls to the now commented CheckSculptAndLoad | Melanie | 1 | -24/+0 | |
2012-10-18 | extend coment to include all unused SOG CheckSculptAndLoad() | UbitUmarov | 1 | -3/+4 | |
2012-10-18 | [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts | UbitUmarov | 2 | -14/+18 | |
now Signed-off-by: Melanie <melanie@t-data.com> | |||||
2012-10-16 | minor: Add/correct some doc messages associated with entity teleport. | Justin Clark-Casey (justincc) | 1 | -2/+3 | |
I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context - viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it. | |||||
2012-10-12 | Get rid of accidental scene start left in ScenePresenceAutopilotTests | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
2012-10-12 | Fix problems with regression tests by allowing invoke of Update() with a ↵ | Justin Clark-Casey (justincc) | 2 | -3/+5 | |
finite number of frames even if the scene isn't active. |