Commit message (Collapse) | Author | Files | Lines | ||
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2011-11-15 | Make tracked per scene thread names conform to the majorirty format. | Justin Clark-Casey (justincc) | 1 | -1/+3 | |
This is <thread-name> (<region-name>) | |||||
2011-11-15 | Add comments about trying to avoid synchronous work off the ↵ | Justin Clark-Casey (justincc) | 2 | -4/+12 | |
EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another. | |||||
2011-11-15 | Removed unused and mostly commented out SceneCommunicationService methods | Justin Clark-Casey (justincc) | 2 | -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 | |||||
2011-11-15 | Remove unused RegionCommsListener/IRegionCommsListener. | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time. | |||||
2011-11-15 | remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵ | Justin Clark-Casey (justincc) | 3 | -10/+6 | |
not being used any more - it's now IEntityTransferModule and SimulationService instead | |||||
2011-11-15 | For clients that are entering a simulator from initial login, stop executing ↵ | Justin Clark-Casey (justincc) | 1 | -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. | |||||
2011-11-14 | Add test for removing a friendship. | Justin Clark-Casey (justincc) | 1 | -0/+11 | |
2011-11-14 | Improved method doc for AddFriend() - it actually does set up a two-way ↵ | Justin Clark-Casey (justincc) | 1 | -5/+2 | |
relationship. Rename IFriendsModule.AddFriend() to AddFriendship() | |||||
2011-11-14 | Add test for adding a friend whilst online | Justin Clark-Casey (justincc) | 1 | -0/+14 | |
2011-11-14 | Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵ | Justin Clark-Casey (justincc) | 1 | -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 | |||||
2011-11-11 | Remove SceneViewer from ScenePresence to reduce quadruple queueing of | Dan Lake | 6 | -409/+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. | |||||
2011-11-11 | extract common ScenePresence setup code into Init() method for ↵ | Justin Clark-Casey (justincc) | 1 | -39/+31 | |
ScenePresenceSitTests | |||||
2011-11-11 | add SP.PhysicsActor checks to other sit/stand tests | Justin Clark-Casey (justincc) | 1 | -0/+4 | |
2011-11-11 | add sit and stand on ground test | Justin Clark-Casey (justincc) | 1 | -0/+23 | |
2011-11-11 | extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵ | Justin Clark-Casey (justincc) | 1 | -12/+19 | |
with other sitting code. | |||||
2011-11-11 | As with prim sitting avatars, make an avatar phantom when it sits on the ↵ | Justin Clark-Casey (justincc) | 1 | -6/+5 | |
ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work. | |||||
2011-11-11 | remove unncessary IClientAPI parameter from SP.SendSitResponse() | Justin Clark-Casey (justincc) | 1 | -4/+3 | |
2011-11-11 | As per mailing list last week, remove facility that would automatically move ↵ | Justin Clark-Casey (justincc) | 2 | -228/+198 | |
the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before. | |||||
2011-11-11 | Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵ | Justin Clark-Casey (justincc) | 2 | -17/+42 | |
list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit | |||||
2011-11-11 | Add new ScenePresenceSitTests with a single sit/stand test | Justin Clark-Casey (justincc) | 1 | -0/+103 | |
2011-11-10 | Fix compile error from an earlier commit | Dan Lake | 1 | -2/+0 | |
2011-11-10 | In SOP, replaced many references to private members with the public properties | Dan Lake | 1 | -243/+233 | |
2011-11-11 | Prevent linking objects while they are deeded. On unlinking deeded objects, | Melanie | 1 | -4/+19 | |
set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms | |||||
2011-11-10 | Fix turn left and turn right properly. Works for both built-ins and LSL AOs | Melanie | 2 | -6/+16 | |
2011-11-10 | Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵ | Dan Lake | 2 | -19/+15 | |
properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes. | |||||
2011-11-10 | Implement nudging support for strafing motion | Melanie | 1 | -2/+4 | |
2011-11-10 | When updating SOG, a physics taint should not override a full update with a ↵ | Dan Lake | 1 | -10/+15 | |
terse update | |||||
2011-11-10 | Fix misaligned sit animation on scripted sit caused by the default sit | Melanie | 1 | -2/+6 | |
animation being run after the scripted one. | |||||
2011-11-09 | minor: Correct misleading method doc on SOG.UpdateRootRotation() | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-06 | Make the AsyncSceneObjectDeleter send a list of kills. This will make large | Melanie | 1 | -1/+7 | |
marquee-selected deletions of single prims or small link sets nearly instantaneous | |||||
2011-11-06 | Convert SendKillObject to take a list of uint rather than sending one | Melanie | 3 | -24/+14 | |
packet per prim. More to come as we change to make use of this. | |||||
2011-11-06 | Allow HG and other scene presences not linked to a user account to function. | Melanie | 1 | -1/+4 | |
2011-11-06 | HUD attachments: Removes some more messages sent to wrong clients. | Snoopy Pfeffer | 1 | -1/+10 | |
2011-11-05 | Fix build break | Melanie | 1 | -1/+1 | |
2011-11-05 | Remove spammy autopilot debug | Melanie | 1 | -3/+3 | |
2011-11-05 | Remove some left over debug and reverse experimental reordering of ifs | Melanie | 1 | -4/+2 | |
2011-11-05 | Remove enableprejump config option and associated code as this is now | Melanie | 1 | -3/+0 | |
fully functional and cannot be disabled because that would break timings. | |||||
2011-11-05 | Porting the ScenePresenceAnimator from Avination. Jump and fall anims now work | Melanie | 2 | -87/+136 | |
properly. | |||||
2011-11-05 | Change puvlic m_ variable to a getter property | Melanie | 1 | -1/+5 | |
2011-11-05 | ScenePresence part of the Avination animator fixes. | Melanie | 1 | -3/+58 | |
2011-11-05 | Chnaging the sit target adjustment to a more precise approximation of SL. ↵ | Melanie | 1 | -24/+35 | |
Some small fixes ported from Avination. Some white space fixes. | |||||
2011-11-05 | Fix avatar height, removes the hip offset hack | nebadon | 1 | -3/+0 | |
Author: Mana Janus <mana@mjm-labs.com> | |||||
2011-11-05 | Don't rotate child prims, if only the root prim is rotated. | nebadon | 1 | -2/+2 | |
2011-11-05 | refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity ↵ | Justin Clark-Casey (justincc) | 1 | -12/+12 | |
instead of individual components of a vector/quat | |||||
2011-11-05 | Fix NPC sitting for prims without a sit target. | Justin Clark-Casey (justincc) | 2 | -11/+21 | |
This is to partially address http://opensimulator.org/mantis/view.php?id=5769 We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger. By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>. However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent). Hopefully this can be addressed soon. | |||||
2011-11-05 | Replacing te linking code with the code from Avination. Link sets prims are now | Melanie | 2 | -36/+12 | |
numbered properly even when sets are linked to sets. | |||||
2011-11-04 | On standup, trigger the changed link script event after the avatar has been ↵ | Justin Clark-Casey (justincc) | 1 | -2/+3 | |
fully changed. This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work. Probably the event is fired before the physics actor has been set up again for the stood avatar. Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case. | |||||
2011-11-03 | Rename ForEachAvatar back to ForEachScenePresence. The other changes | Dan Lake | 5 | -13/+13 | |
from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence. | |||||
2011-11-03 | Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to | Dan Lake | 6 | -63/+55 | |
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate. | |||||
2011-11-02 | Port the Avination offline messaging system to Core | Melanie | 1 | -1/+1 | |