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| * Update SP.PhysicsCollisionUpdate() doc.Justin Clark-Casey (justincc)2011-12-031-2/+5
| | | | | | | | It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
| * Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's ↵Justin Clark-Casey (justincc)2011-12-031-0/+4
| | | | | | | | called continuously even where there are no collisions
| * Add basic TestFlyingAnimation() regression testJustin Clark-Casey (justincc)2011-12-032-2/+75
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| * Stop calling Animator.UpdateMovementAnimations() at the end of ↵Justin Clark-Casey (justincc)2011-12-031-2/+2
| | | | | | | | | | | | HandleAgentUpdate(). There's no point doing this if it's being called via PhysicsCollisionUpdate
| * For now, disable mechanism to limit avatar animation updates since this ↵Justin Clark-Casey (justincc)2011-12-032-23/+28
| | | | | | | | | | | | | | | | | | causes avatars to never reach the correct animation after some actions. This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
| * refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵Justin Clark-Casey (justincc)2011-12-031-14/+12
| | | | | | | | than duplicating it with m_movementAnimation
| * Do a cagent.Anims != null check in SP.CopyFrom()Justin Clark-Casey (justincc)2011-12-031-1/+3
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| * Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵Justin Clark-Casey (justincc)2011-12-031-3/+8
| | | | | | | | DetermineMovementAnimation() for better code readability
| * Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2011-12-032-12/+13
| | | | | | | | | | | | | | processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
| * Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)2011-12-023-16/+23
| | | | | | | | where such requests are ignored.
| * Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵Justin Clark-Casey (justincc)2011-12-021-3/+0
| | | | | | | | | | | | constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
* | Reinstate setter for OffsetPosition to allow setting the offset by scriptMelanie2011-12-051-0/+7
| | | | | | | | while seated
* | Don't allow position update on sitting avatar. Don't bounds check sittingMelanie2011-12-041-2/+9
| | | | | | | | avatars as they will be crossed by the vehicle and not individually
* | Remove some debug code that had snuck inMelanie2011-12-011-8/+8
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* | Implement llTransferLindenDollarsMelanie2011-12-011-0/+10
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* | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-284-83/+19
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| * \ Merge branch 'master' into bigmergeMelanie2011-11-284-83/+19
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| | * minor: formatting changes in Scene.PacketHandlers.csJustin Clark-Casey (justincc)2011-11-261-5/+5
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| | * Rip out unused Scene.HandleFetchInventoryDescendentsCAPS().Justin Clark-Casey (justincc)2011-11-261-58/+0
| | | | | | | | | | | | This has been handled by WebFetchInvDescHandler.Fetch() for some time.
| | * Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵Justin Clark-Casey (justincc)2011-11-251-2/+2
| | | | | | | | | | | | conversion rather than the arrays in TaskInventoryItem
| | * Remove bizarre call to PhysicsScene.Simulate(0) in ↵Justin Clark-Casey (justincc)2011-11-241-4/+2
| | | | | | | | | | | | | | | | | | Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either
| | * When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)2011-11-241-14/+10
| | | | | | | | | | | | | | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information.
* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-245-58/+30
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| * | Merge branch 'master' into bigmergeMelanie2011-11-245-58/+30
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| | * Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)2011-11-224-29/+22
| | | | | | | | | | | | | | | | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
| | * 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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* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-193-20/+22
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| * | Merge branch 'master' into bigmergeMelanie2011-11-193-20/+22
| |\ \ | | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
| | * Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵Justin Clark-Casey (justincc)2011-11-191-2/+6
| | | | | | | | | | | | | | | | | | | | | 57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them. Also finally get the deregister grid service message working properly
| | * Don't register a region twice on both official registration and maptile ↵Justin Clark-Casey (justincc)2011-11-191-7/+5
| | | | | | | | | | | | | | | | | | regeneration. Maptile storage appears orthogonal to region registration
| | * If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)2011-11-171-10/+16
| | | | | | | | | | | | | | | | | | | | | scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.
* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-177-136/+45
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| * | Merge branch 'master' into bigmergeMelanie2011-11-177-136/+45
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| | * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-163-3/+11
| | | | | | | | | | | | | | | | | | | | | 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
| | * Call public ForEach instead of using m_entities directly. No semantic ↵Dan Lake2011-11-161-2/+2
| | | | | | | | | | | | changes, just cleanup
| | * In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake2011-11-151-2/+3
| | | | | | | | | | | | read lock
| | * Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)2011-11-151-1/+3
| | | | | | | | | | | | This is <thread-name> (<region-name>)
| | * Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-152-4/+12
| | | | | | | | | | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
| | * Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2011-11-152-116/+3
| | | | | | | | | | | | As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
| | * Remove unused RegionCommsListener/IRegionCommsListener.Justin Clark-Casey (justincc)2011-11-151-3/+0
| | | | | | | | | | | | All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
| | * remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)2011-11-153-10/+6
| | | | | | | | | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead
| | * For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-151-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
* | | Force a sim exit when hearbeat isn't restarting successfullyMelanie2011-11-171-0/+4
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* | Merge branch 'master' into bigmergeMelanie2011-11-145-359/+22
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneViewer.cs
| * Merge branch 'remove-scene-viewer'Dan Lake2011-11-145-359/+22
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| | * Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-115-359/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Merge branch 'master' into bigmergeMelanie2011-11-141-0/+2
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
| * | Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵Justin Clark-Casey (justincc)2011-11-141-0/+2
| |/ | | | | | | | | | | stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791