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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-02-011-0/+6
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| * Implement "show object uuid <uuid>" console command.Justin Clark-Casey (justincc)2012-01-311-0/+6
| | | | | | | | This will show details about a part with the given uuid if it's found.
* | Fix copy/paste errorsMelanie2012-02-011-2/+2
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* | Straighten out some attachment mess. Don't save attachment states for HGMelanie2012-02-011-1/+11
|/ | | | | visitors at all. On Leaving a sim, save only the changed ones. Don't save all scripted stuff when leaving a sim.
* Move object delete commands into a commands region module, in preparation ↵Justin Clark-Casey (justincc)2012-01-311-104/+0
| | | | for adding similar show commands.
* Remove scene object null check on SceneGraph.AddSceneObject(). Complain ↵Justin Clark-Casey (justincc)2012-01-311-1/+7
| | | | | | explicitly if there's an attempt to add any object with a zero UUID. Callers themselves need to check that they're not attempting to add a null scene object.
* Add torture tests to test adding 10,000, 100,000 and 200,000 single prim ↵Justin Clark-Casey (justincc)2012-01-312-0/+8
| | | | | | | | | scene objects. These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature. Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc. However, data can be inconsistent due to different machine circumstances and virtual machine actions. This area is under development.
* lock SceneObjectGroupsByFullID in SceneGraph.ForEachSOG() to stop failure if ↵Justin Clark-Casey (justincc)2012-01-301-5/+7
| | | | SceneObjectGroupsByFullID is updated elsewhere at the same time.
* Add an overloaded SceneObjectPart.UpdateTextureEntry(Primitive.TextureEntry ↵Justin Clark-Casey (justincc)2012-01-281-4/+12
| | | | texEntry) for region modules
* Add experimental --publish option to "save oar" so that OARs reloaded to the ↵Justin Clark-Casey (justincc)2012-01-282-5/+21
| | | | same grid don't have the publisher as owner.
* Comment out xfer section in Scene.UpdateTaskInventory() which was causing ↵Justin Clark-Casey (justincc)2012-01-281-13/+20
| | | | | | | | | spurious errors and "script saved" messages when script properties were changed. Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes. It's unknown whether the commented out code was working for very old viewers or not. Code is commented out to reduce complexity and so that useful error messages don't need to be removed. If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
* Support rejecting a teleport if a user is banned in all parcels that haveMelanie2012-01-261-0/+30
| | | | spawn points
* Add basic TestAddScript() regression testJustin Clark-Casey (justincc)2012-01-262-0/+87
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* refactor: change RezScriptFromAgentInventory(), RezNewScript() and ↵Justin Clark-Casey (justincc)2012-01-262-31/+34
| | | | | | AddInventoryItem() to accept an agent id rather than a full IClientAPI. This stops some code having to make spurious client == null checks and reduces regression test complexity.
* refactor: decompose most of RezScript() into RezScriptFromAgentInventory(), ↵Justin Clark-Casey (justincc)2012-01-251-79/+95
| | | | RezNewScript() and rename one RezScript() to RezScriptFromPrim()
* Removed unused delegates in SceneGraph: ObjectDuplicateDelegate, ↵Dan Lake2012-01-241-6/+0
| | | | ObjectCreateDelegate, ObjectDeleteDelegate
* Removed unused events in SceneGraph: OnObjectCreate, OnObjectRemove, ↵Dan Lake2012-01-241-13/+0
| | | | OnObjectDuplicate
* Teleport routing, part 1Melanie2012-01-241-0/+53
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* Comment out noisy log lines I accidentally included in the nant build target ↵Justin Clark-Casey (justincc)2012-01-161-1/+1
| | | | | | adjustment commit. Left in the method doc.
* Remove monocov and other obsolete nant build targets.Justin Clark-Casey (justincc)2012-01-161-1/+1
| | | | | monocov was a code coverage attempt 3 years ago which no longer works. other removed targets have been commented out or unused for a very long time
* Cleaned up the LookAt code in SOP and SOG. Added support for incrementallyMic Bowman2012-01-132-45/+30
| | | | | rotating physical objects. This does not use physics. Currently the rate of change is determined as 1 / (PI * Strength).
* HG: normalize all externalized user ULRs to be the Home URL, i.e. the ↵Diva Canto2012-01-122-6/+6
| | | | location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
* If deserializing a scene object fails during IAR load then ignore the object ↵Justin Clark-Casey (justincc)2012-01-111-1/+1
| | | | rather than halting the IAR load with an exception.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-01-101-2/+0
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| * Teleport DebuggingBlueWall2012-01-101-2/+0
| | | | | | | | | | | | Move setting from ini to existing facitilies - thanks justincc toggle with console command: debug teleport
* | HG landing points: this hopefully fixes some confusion that was making HG ↵Diva Canto2012-01-101-5/+6
|/ | | | avies always land in 0,0
* Add some run-time debugging supportBlueWall2012-01-092-1/+6
| | | | | | Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful. Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
* Use our TeleportFlagsBlueWall2012-01-092-22/+30
| | | | Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
* TP Routing debugBlueWall2012-01-091-2/+5
| | | | Fix test to checking against bitfield instead of int
* Fix teleport routing for incoming HG+OwnerBlueWall2012-01-091-18/+19
| | | | Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
* Debugging HG teleport routingBlueWall2012-01-091-0/+18
| | | | Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
* Fix HG teleport routingBlueWall2012-01-091-2/+4
| | | | Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
* Fix a build breakMelanie2012-01-091-1/+1
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* Add the HG case to landing point checksMelanie2012-01-091-1/+1
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* Update teleport routing to match AvinationMelanie2012-01-081-16/+58
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* Fix teleport routingBlueWall2012-01-081-0/+17
| | | | Route non-owner avatars according to land settings
* Add method doc to SPA.Falling and use automatic private get propertyJustin Clark-Casey (justincc)2012-01-071-13/+14
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* Fix bug where tapping home to stop falling would stop any avatar movement ↵Justin Clark-Casey (justincc)2012-01-072-9/+10
| | | | | | other than falling again. Addresses http://opensimulator.org/mantis/view.php?id=5839
* If dragging a script that is no copy from prim inventory into agentMelanie2012-01-061-16/+39
| | | | | inventory, stop it first in scene. If deleting from prims, move to trash rather then making it poof.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-01-054-5/+30
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| * Added EventManager.OnRegionStarted which is triggered when Heartbeat is started.Dan Lake2012-01-042-0/+25
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2012-01-035-177/+209
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| | * commented out "Prevented flyoff" log message for now as this becomes ↵Justin Clark-Casey (justincc)2012-01-031-1/+1
| | | | | | | | | | | | | | | | | | problematic with bot testing. Please uncomment if still needed.
| * | Access to these static methods to serialize objects are useful outside of ↵Dan Lake2012-01-031-4/+4
| | | | | | | | | | | | serializer
* | | Small fix to GetWorldPosition to get closer to Avination sit behaviorMelanie2012-01-051-10/+4
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* | Bug fix in map tiles in standalone: the map has been blank since commit ↵Diva Canto2011-12-301-13/+20
| | | | | | | | | | | | 01ae916bad672722aa62ee712b7b580d6f5f4370 r/17324 (Nov.18, justincc). But the root cause comes from commit 02e54c57c4901167779f07ed3e89fb1d24ffc22a Author: Oren Hurvitz Date: 7/22/2011 This is a nasty situation. The map tile UUID is, in principle, stored authoritatively in RegionSettings. However, it also needs to be stored in the Grid Service because that's how other sims can retrieve it to send it in Map Blocks to non-V3 viewers. So every time the tile image changes, that change needs to propagate to the Grid Service, and this is done via RegisterRegion (ugh!). Interestingly, this problem didn't affect grids because by default AllowRemoteDelete is false, so the prior images aren't being deleted from the asset servers -- but they were not being correctly updated in the map either, the map was stuck with old images.
* | fix the UsesPhysics flag to reference the physics flag rather than the ↵Mic Bowman2011-12-221-1/+1
| | | | | | | | temponrez flag
* | rename Scene.m_physicalPrim to PhysicalPrims since its public and access ↵Justin Clark-Casey (justincc)2011-12-222-3/+3
| | | | | | | | external as a property
* | Remove unused m_physicalPrim parameter from SOG.ApplyPhysics()Justin Clark-Casey (justincc)2011-12-222-4/+2
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* | Make it possible to force all prims to be phantom via the collidable_prim ↵Justin Clark-Casey (justincc)2011-12-222-1/+13
| | | | | | | | | | | | | | | | | | boolean setting in the OpenSim.ini config [Startup] section. Naturally, default is true. When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom. This setting is for test purposes. This switch does not affect the collision of avatars with the terrain.