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* Mantis5502 implementation of some of the new constantsTalun2012-04-093-2/+115
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Addresses mantis #5846Diva Canto2012-04-081-1/+3
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-04-064-97/+128
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| * Rather than having a FromFolderID property on every single prim and only ↵Justin Clark-Casey (justincc)2012-04-072-6/+15
| | | | | | | | | | | | ever using the root prim one, store on SOG instead. This reduces pointless memory usage.
| * Store FromItemID for attachments once on SOG instead of on every SOP and ↵Justin Clark-Casey (justincc)2012-04-073-19/+13
| | | | | | | | | | | | only ever using the root part entry. This eliminates some pointless memory use.
| * refactor: Eliminate unnecessary SOP.m_physActorJustin Clark-Casey (justincc)2012-04-061-10/+1
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| * Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene ↵Justin Clark-Casey (justincc)2012-04-061-3/+13
| | | | | | | | | | | | | | | | or attachments. Return relative position to root prim rather than 0,0,0. Should fix same issue with llGetLocalPos() http://opensimulator.org/mantis/view.php?id=5951
| * For llGetMass(), return the mass of the avatar is the object is attached.Justin Clark-Casey (justincc)2012-04-061-0/+16
| | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet).
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-061-20/+63
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| * | remove possible PhysActor unexpectedly null race conditions when changing ↵Justin Clark-Casey (justincc)2012-04-032-63/+74
| | | | | | | | | | | | | | | | | | prim collision status factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
* | | Moved the inventory manipulation from HGEntityTransferModule to ↵Diva Canto2012-04-061-0/+49
| |/ |/| | | | | HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
* | If an AddItem fails, try adding it to the right folder type.Diva Canto2012-04-061-20/+63
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* Eliminate race condition where many callers would check SOP.PhysicsActor != ↵Justin Clark-Casey (justincc)2012-04-034-150/+204
| | | | | | | | null then assume it was still not null in later code. Another thread could come and turn off physics for a part (null PhysicsActor) at any point. Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs No obvious reason for doing that copy - nothing else does it.
* refactor: Rename SOG.GetChildPart() to GetPart() since it can also return ↵Justin Clark-Casey (justincc)2012-03-315-29/+29
| | | | the 'root' part.
* Rename SOG.HasChildPrim(uint) to SOG.ContainsPart(uint) to match existing ↵Justin Clark-Casey (justincc)2012-03-312-32/+21
| | | | | | ContainsPart method and remove method duplication. HasChildPrim is also misleading since the 'root' prim can also be returned.
* minor: small message adjustment and unnecessary code elimination when ↵Justin Clark-Casey (justincc)2012-03-311-1/+1
| | | | notifying client of no build permission
* fix Infinite loading on No Rez http://opensimulator.org/mantis/view.php?id=5932PixelTomsen2012-03-311-1/+7
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* Add back parts of reverted changes that were not concerned with child agent ↵Justin Clark-Casey (justincc)2012-03-292-1/+6
| | | | | | | caching. This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin() Also add a code comment as to why we're caching friend information for child agents.
* Revert "Simplify friends caching by only doing this for root agents - no ↵Justin Clark-Casey (justincc)2012-03-292-3/+1
| | | | | | | | functions require caching for child agents." We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators. This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
* Revert "Add comment about setting client.SceneAgent in AddNewClient()"Justin Clark-Casey (justincc)2012-03-291-3/+0
| | | | This reverts commit 964cae4f37120db34d0d3e2f08ab998215237dfd.
* Add comment about setting client.SceneAgent in AddNewClient()Justin Clark-Casey (justincc)2012-03-291-0/+3
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* Simplify friends caching by only doing this for root agents - no functions ↵Justin Clark-Casey (justincc)2012-03-282-1/+3
| | | | | | | | require caching for child agents. This allows us to avoid unnecessary multiple calls to the friends service. All friends functions originate from the root agent and only go to other root agents in existing code. This also allows us to eliminate complex ref counting.
* HG 2.0: added the beginning of HGSuitcaseInventoryService. Plus moved the ↵Diva Canto2012-03-281-16/+0
| | | | hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
* More on switching the root folder from under the viewer. More experiments.Diva Canto2012-03-272-15/+18
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* HG: Switch root folders from under the viewer. Towards HG 2.0. This is ↵Diva Canto2012-03-271-4/+11
| | | | guarded by an obscure config that no one but me should be using at this point.
* minor: Add some documentation to OnNewClient and OnClientClosed eventsJustin Clark-Casey (justincc)2012-03-281-2/+10
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2012-03-2720-591/+779
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| * HG: beginning of a more restrictive inventory access procedure (optional). ↵Diva Canto2012-03-271-0/+8
| | | | | | | | Experimental: we'll try switching the root folder from under the viewer.
| * Comment out log message about sending periodic appearance updates.Justin Clark-Casey (justincc)2012-03-231-2/+2
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| * Add experimental SendPeriodicAppearanceUpdates = true/false setting to ↵Justin Clark-Casey (justincc)2012-03-231-0/+17
| | | | | | | | | | | | | | | | | | | | [Startup] in OpenSim.ini On osgrid and other places, I have observed that manually sending appearance updates from the console often relieves grey avatar syndrome. Despite hunting high and low, I haven't been able to find where this packet is sometimes being lost - it might be a persistent viewer bug for all I know. Therefore, this experimental setting resends appearance data for everybody in the scene every 60 seconds. These packets are small and the viewer only fetches texture data if it doesn't already have it. Default is false.
| * Add a scene maintenance thread in parallel to the heartbeat thread. The ↵Justin Clark-Casey (justincc)2012-03-231-14/+77
| | | | | | | | | | | | | | | | | | maintenance thread will end up running regular jobs that don't need to be in the main scene loop. The idea is to make the critical main scene loop as skinny as possible - it doesn't need to run things that aren't time critical and don't depend on update ordering. This will be done gradually over time to try and uncover any issues. Many non-criticial scene loop activities are being launched on separate threadpool threads anyway. This may also allow modules to register their own maintenance jobs without having to maintain their own timers and threads. Currently the maintenance loop runs once a second, as opposed to the 89ms scene loop.
| * Remove unnecessary shutting down check in Scene.Heartbeat(). Add some ↵Justin Clark-Casey (justincc)2012-03-231-17/+20
| | | | | | | | method doc. Rename HeartbeatThread, shuttingdown to conform to code standards.
| * Rename Scene.StartTimer() to Start() - this method no longer uses a timer. ↵Justin Clark-Casey (justincc)2012-03-231-24/+25
| | | | | | | | Comment out more effectively unused old heartbeat code.
| * Fix build breakJustin Clark-Casey (justincc)2012-03-231-1/+1
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| * Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769eJustin Clark-Casey (justincc)2012-03-232-3/+3
| | | | | | | | Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
| * Comment out unused scene loop restart code.Justin Clark-Casey (justincc)2012-03-231-19/+22
| | | | | | | | This has actually been unused since at least 0.7.2 due to earlier changes.
| * Use m_lastFrameTick instead of m_lastUpdate in Scene.GetHealth(). ↵Justin Clark-Casey (justincc)2012-03-231-2/+2
| | | | | | | | m_lastUpdate is no longer properly updated and is redundant anyway.
| * Add commented out section on collisions switch in Scene.SetSceneCoreDebug().Justin Clark-Casey (justincc)2012-03-231-0/+6
| | | | | | | | This was not implemented before the recent changes but should be at some point.
| * refactor: simplify code for checks when part.OwnerID != destPart.OwnerID in ↵Justin Clark-Casey (justincc)2012-03-221-11/+8
| | | | | | | | MoveTaskInventoryItem()
| * Fix llGiveInventory() so that it checks the destination part for ↵Justin Clark-Casey (justincc)2012-03-221-5/+5
| | | | | | | | | | | | | | AllowInventoryDrop, not the source. This allows llAllowInventoryDrop() to work. Regression test added for this case.
| * Add llGiveInventory() test from object to object where both objects are ↵Justin Clark-Casey (justincc)2012-03-222-5/+7
| | | | | | | | owned by the same user.
| * Revert "Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY ↵Melanie2012-03-221-17/+0
| | | | | | | | | | | | DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch." This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9.
| * Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. ↵Diva Canto2012-03-221-0/+17
| | | | | | | | Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
| * refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code ↵Justin Clark-Casey (justincc)2012-03-223-6/+6
| | | | | | | | clarity since non-default animations are handled completely separately from this class
| * Instead of loading default avatar animations in both SLUtil and ↵Justin Clark-Casey (justincc)2012-03-213-24/+79
| | | | | | | | | | | | | | | | AvatarAnimations, load just in AvatarAnimations instead. This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST. This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND") but scripts refer to them with lowercase names (e.g. "sit").
| * If "debug scene updates true" then print out to log when a garbage ↵Justin Clark-Casey (justincc)2012-03-211-0/+3
| | | | | | | | collection occurs.
| * Add Scene.DebugUpdates switch which, if turned on, will print out a warning ↵Justin Clark-Casey (justincc)2012-03-211-10/+32
| | | | | | | | | | | | | | when a frame updates takes longer than twice the desired time This is controlled via "debug scene updates true|false" on the region console. Also fix an oversight with "debug scene teleport true|false"
| * Incorporate scene teleporting debugging into "debug scene teleport ↵Justin Clark-Casey (justincc)2012-03-212-2/+5
| | | | | | | | true|false" command
| * Replace "scene debug true false true" console command with "scene debug ↵Justin Clark-Casey (justincc)2012-03-211-25/+30
| | | | | | | | | | | | scripting true" or other parameters as appropriate. This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
| * Add ability to log warn if a frame takes longer than twice the expected ↵Justin Clark-Casey (justincc)2012-03-211-7/+14
| | | | | | | | time. Currently commented out.