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* Send multiple terrain patches per terrain update packet if terrainRobert Adams2014-06-011-2/+5
| | | | | draw distance optimization is enabled. Makes terrain editting a lot snappier.
* Modifications to debugging printouts. No functional changes.Robert Adams2014-05-311-9/+5
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* varregion: More tweeking to only sending patches within avatar draw distance.Robert Adams2014-05-311-9/+10
| | | | Still has problems with child avatars.
* varregion: send terrain patches from where the avatar outward if the parameterRobert Adams2014-05-311-1/+6
| | | | | | [Terrain]SendTerrainUpdatesByViewDistance=true. This tracks which patches have been sent to each client and outputs the patches as the avatar moves.
* minor: rename velocidyDiff -> velocityDiffJustin Clark-Casey (justincc)2014-05-301-2/+2
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* minor: Add some commented out logging to ↵Justin Clark-Casey (justincc)2014-05-301-0/+8
| | | | ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
* When saving an OAR in "Publish" mode, also discard Group informationOren Hurvitz2014-05-261-3/+10
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* Prevent login to a region if the Telehub or Landing Point are in a banned parcelOren Hurvitz2014-05-251-4/+33
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* If one is sitting on a child with an unset camera-eye and so using one set ↵Justin Clark-Casey (justincc)2014-05-231-3/+7
| | | | | | in a root prim, the focus should remain on the root prim. Matches behaviour just tested on the Linden grid.
* Add any camera at compensation for sat upon child prims to any existing ↵Justin Clark-Casey (justincc)2014-05-231-1/+1
| | | | camera-at value, rather than replace.
* Compensate camera-at and camera-eye for child prim rotation when sitting on ↵Justin Clark-Casey (justincc)2014-05-231-0/+12
| | | | child prim with camera-eye set
* If the root prim has a camera-at or camera-eye setting and a sat upon child ↵Justin Clark-Casey (justincc)2014-05-221-0/+7
| | | | | | prim does not, use the root prim offsets. This matches behaviour just tested on the Linden Lab grid.
* Fix issue where llSetCameraAtOffset() and llSetCameraEyeOffset() in non-root ↵Justin Clark-Casey (justincc)2014-05-221-0/+4
| | | | | | | | prims moved camera/focus to wrong position. For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set. Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs). Addresses http://opensimulator.org/mantis/view.php?id=7176
* Add regression test for in-range chat between neighbouring regions from east ↵Justin Clark-Casey (justincc)2014-05-221-1/+4
| | | | to west.
* minor: Comment out currently unused log setup in TerrainCompressorJustin Clark-Casey (justincc)2014-05-201-1/+1
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* minor: Remove some unused fields in ScenePresenceJustin Clark-Casey (justincc)2014-05-201-3/+0
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* minor: remove compiler warning in SceneObjectPartInventoryJustin Clark-Casey (justincc)2014-05-201-1/+1
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* Fix issue where avatar and script chat could sometimes be heard from ↵Justin Clark-Casey (justincc)2014-05-201-3/+8
| | | | | | | | | | anywhere in neighbouring regions. This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions when the child agent was in a region with a greater x or y map co-ord than the root agent region Probably introduced in beeec1c. This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway. Looks to address http://opensimulator.org/mantis/view.php?id=7163
* Tell QueryAccess explicitly whether the user is coming in via Teleport or ↵Oren Hurvitz2014-05-191-2/+2
| | | | | | Cross, because the permission checks are different. Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
* Return more specific error messages if an attempt to enter a region fails ↵Oren Hurvitz2014-05-191-2/+13
| | | | due to permissions (in QueryAccess and IsAuthorizedForRegion)
* Don't trigger ItemUploaded when no item has been uploaded.Diva Canto2014-05-181-6/+9
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* Don't fetch assets from the server when doing simple inventory operations ↵Diva Canto2014-05-181-51/+28
| | | | like copy-paste items in inventory.
* On ScenePresence.MakeChildAgent(), reset the m_originRegionID as this is ↵Justin Clark-Casey (justincc)2014-05-141-0/+5
| | | | | | currently being used as a flag to orchestrate destination simulator threads on teleport. If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
* Remove a race where the client's SP.CompleteMovement() thread could attempt ↵Justin Clark-Casey (justincc)2014-05-141-3/+6
| | | | | | | to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them. This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released. Relates to http://opensimulator.org/mantis/view.php?id=7148
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2014-05-074-42/+106
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| * Fix avatars going to corner of region when they are sitting on a child prim ↵Vegaslon2014-05-061-1/+1
| | | | | | | | and the prim is deleted.
| * When moving an item from a prim to a user's inventory, don't delete the item ↵Oren Hurvitz2014-05-061-4/+25
| | | | | | | | from the prim until it was successfully copied to the user
| * Show more meaningful error messages when failed to move an item from a prim ↵Oren Hurvitz2014-05-062-24/+46
| | | | | | | | | | | | to a user's inventory. Also, actually show the error to the user in more cases. (Previously, sometimes the operation failed without telling the user anything.)
| * Show more meaningful error messages when failed to give an item to another userOren Hurvitz2014-05-062-14/+35
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* | Makes it possible to support grids in which all the simulators share all ↵Diva Canto2014-05-041-4/+11
|/ | | | | | | | central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server. Note that this an advanced configuration and requires some security strengthening coming up.
* minor: convert back some tabs to spaces that got into ScenePresence via ↵Justin Clark-Casey (justincc)2014-04-291-4/+4
| | | | recent patch bc969a6b
* Restore terrain height and flying adjustments that were eliminated from ↵Justin Clark-Casey (justincc)2014-04-291-28/+28
| | | | non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b
* Add missing [Test] decorator to actually get the basic scene creation test ↵Justin Clark-Casey (justincc)2014-04-251-0/+1
| | | | from 2227f51b to run
* Add basic regression test for creating a var regionJustin Clark-Casey (justincc)2014-04-251-0/+15
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* Add basic sanity regression test for creating a scene.Justin Clark-Casey (justincc)2014-04-251-0/+7
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* Fix issue where terrain height values > 327 caused chaotic spiked terrain.Justin Clark-Casey (justincc)2014-04-251-2/+2
| | | | | | | | | | | Per http://wiki.secondlife.com/wiki/Tips_for_Creating_Heightfields_and_Details_on_Terrain_RAW_Files#Notes_for_Creating_Height_Field_Maps_for_Second_Life terrain heights up to 508 are possible on the LL grid (and were available on previous releases of OpenSimulator). The obvious way to allow both this and equivalent -z values, is to rewiden the internal terrain height storage from short to int. The memory tradeoff is most noticeable on the maximum 8192x8192 var region (equiv to 1024 normal regions), where it adds 128mb to resident use (128k on a normal region) This is still better than the double used in previous releases. This does not affect physics or data storage since they already use float and double respectively. This may not be the final solution if we actually want to sacrifice -z, >327 or something else. Relates to http://opensimulator.org/mantis/view.php?id=7076
* Fixes a long-standing bug related to god-mode change ownership of objects ↵Diva Canto2014-04-242-4/+6
| | | | permissive, where the permissions of the children prims' inventory items were not changed. As a consequence, we couldn't control some of the objects imported via HG and OARs even in god mode.
* Fix regression test break on previous commit 328bc3bJustin Clark-Casey (justincc)2014-04-231-15/+16
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* Adjust avatar sit positioning on a target to pretty much exactly match that ↵Justin Clark-Casey (justincc)2014-04-231-14/+26
| | | | | | | | | | of the LL grid. This uses an offset of 0.05 on the up vector of the sit orientation, after extensive analysis on http://opensimulator.org/mantis/view.php?id=7096 and https://wiki.secondlife.com/wiki/Talk:LlSitTarget This supersedes the previous adjustment in 5b73b9c4 which had been wrongly applied. The maximum change is about 0.1 with a maximum height avatar. This patch is all Aleric's work - I am applying manually in order to add these additional notes
* Eliminated many warningsOren Hurvitz2014-04-235-2/+12
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* Fixed KeyframeMotion to work with very slow movement.Oren Hurvitz2014-04-221-25/+33
| | | | | | Previously, if the movement speed was below 0.05/sec then it didn't work correctly. Fixes http://opensimulator.org/mantis/view.php?id=7117
* Possible solution for #7120 and #7051lillith_xue2014-04-211-23/+32
| | | | Signed-off-by: Robert Adams <misterblue@misterblue.com>
* Fixed: the parcel flag "Allow Scripts from Group" should only check if the ↵Oren Hurvitz2014-04-201-19/+8
| | | | | | parcel has a Group set; it doesn't have to be *deeded* to the group Also some cleanup of the use of Group ID's (with no change to functionality).
* BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams2014-04-121-3/+3
| | | | | | | | objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
* Fixed: when teleporting between grids, the avatar name wasn't always updated.Oren Hurvitz2014-04-091-6/+67
| | | | When an avatar is in their home grid, their name appears as "First Last". In other grids the name appears as "First.Last @grid.example.com". However, viewers have a bug and they don't always show the new name. We use a trick (changing the Group Title briefly) in order to make the viewers show the new name. This is only done after a Hypergrid teleport.
* In teleports, pass the source region to the destination (similar to an HTTP ↵Oren Hurvitz2014-04-092-6/+9
| | | | referrer)
* When sending QueryAccess to a region, also send the user's Home URIOren Hurvitz2014-04-071-2/+3
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* Refactored: use Scene.GetAgentHomeURI() to get the Home URI of a userOren Hurvitz2014-04-071-0/+12
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* Don't re-retrieve sit part in SP.HandleAgentSit() when we already have it ↵Justin Clark-Casey (justincc)2014-04-051-2/+1
| | | | (this time with the right code change)
* fixed object-collision issue after uncheck phantom-flagtglion2014-04-041-0/+2
| | | | Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>