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2009-08-04 Slight change to state management for attach scheduling.Alan Webb1-2/+2
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
2009-08-04 This change adds support for the attach event in scripts.Alan Webb3-0/+24
[1] Added a new OnAttach event to Scene/EventManager [2] Hooked up existing attach event handler in XEngine. [3] Modified SceneGraph and Scene.Inventory to trigger attach events at the appropriate places. I was forced to distribut the changes across two files because of the way attach processing is distributed across the two files. [4] In the case of RezSingleAttachmentFromInventory it is necessary to handle event scheduling in a special way. There is no synchronous path available, so the fact that this object is attached, and who it is attached to, is cached when the ScriptInstance is created. When the script is started, the attached handler is driven after on_rez (but before changed, this should be reviewed). Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
2009-08-04Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie6-3/+52
allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
2009-08-01* Tweak the caps manager so that the NPCAvatar works again.Teravus Ovares2-9/+44
2009-07-27Preserve the creator of items copied in inventory.Melanie Thielker1-7/+7
Fixes Mantis #3946
2009-07-25* Updates libOMV to version 0.7.0Teravus Ovares2-2/+3
* Uses mantis #3811 as a base (thanks jhuliman) with changes. * E-mail regarding interface changes sent to the opensim-dev list * Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
2009-07-24* minor ccclbsa712-1/+13
2009-07-23* Updates RESTInterregionComms and LocalInterregionComms to the new region ↵Arthur Valadares2-5/+3
module interface. This fixes an issue where region references were being added but weren't being deleted, causing those "unnotified circuit" messages. * Also fixes tests accordingly - Fixes Mantis #3452 - Fixes Mantis #3388 - Fixes Mantis #3871 - Related to Mantis #3493
2009-07-21* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares1-1/+1
* Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares1-1/+72
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-17* patch from joncTeravus Ovares1-2/+2
* Fixes scaling a group in some situations. * fixes mantis #3886 * Thanks jonc!
2009-07-17* Another attempt to remedy the 'ghost prim' situation. This time for ↵Teravus Ovares1-0/+3
attachments on teleport.
2009-07-17* This should fix the phantom prim from attachments rezzing.Teravus Ovares1-0/+3
* fixes mantis #3896 * fixes mantis #3898
2009-07-17fixed the bug where changing the rotation of a selection of prims in a ↵MW3-3/+87
linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects). This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
2009-07-17* Change the order of Update so Physics processes a frame before the scene ↵Teravus Ovares2-54/+89
manipulates the physics Scene.cs * Remove the draconic locking around adding an avatar to the Scene * Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent. * Make the Set Appearance method use the proper 'remove from physics scene' method. * It *may* help border crossings. * It *may* help the 'on avatar rez' lag, that people have been seeing the past week. * It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
2009-07-16Allow OpenSim to run without script engines enabledMelanie Thielker1-0/+5
Fixes Mantis #3893
2009-07-16* Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares1-1/+1
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
2009-07-16There was possible a locking issue in revision 9951 so reverting that ↵MW1-18/+21
revision until further testing can be done.
2009-07-15minor: remove some mono compiler warningsJustin Clarke Casey3-4/+2
2009-07-15Bounding Box/find rez from inventory point code now seems to be working ↵MW2-6/+24
correctly. So next step is to clean up that code and wait for bug reports.
2009-07-15Yet more work on fixing the boundingbox code.MW1-11/+21
2009-07-15More fixing of the boundingbox code.MW1-8/+9
Still more work needed to get linksets to rezz correctly (not in the ground)
2009-07-15A attemp to fix the boundingBox code that I committed the other day.MW1-25/+174
2009-07-15A stab at implementing llSetDamage. Not persistent.Melanie Thielker3-1/+21
2009-07-13A commit to retrigger pandaMW1-1/+0
2009-07-13Changed it so that when rezzing prims from inventory, a bounding box ↵MW3-3/+55
containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
2009-07-13Attempt to make it so items rezzed from inventory aren't half in the ground ↵MW1-2/+10
or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims. This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
2009-07-12Changed the DeRezObject event so it passes a list<uint> of localIDs in one ↵MW1-0/+17
event trigger rather than triggering the event once for every localid in the derez packet.
2009-07-10* Added a user friendly message to the sqlite regionsettings saver giving ↵Teravus Ovares1-1/+1
them troubleshooting options and telling them to restart the simulator. This situation, hopefully is temporary and generates an exception when sqlite users first start OpenSimulator because of an unexpected condition in the database layer. Restart and all is well. * Added a user friendly message to the 'No IInventoryService available' condition with troubleshooting options.
2009-07-10Committing the interface change and the addition to the modules to getMelanie Thielker1-0/+14
the ball rolling on replacable modules. No user functionality yet
2009-07-10* Commit some BinBVH rotation convenience. Calculates the W element of the ↵Teravus Ovares1-0/+8
joint rotation quaternion and provides a property so consumer doesn't have to.
2009-07-08Prevent teleports from ending undergroundMelanie Thielker2-0/+52
2009-07-02Thank you kindly, AnakinLohner, for a patch that addresses:Charles Krinke1-0/+18
The patch included updates the root and child prims' AttchedAvatar with the right UUID. It also cleans the AttachedAvatar properties for the root and child prims on Drop and Detach
2009-07-02make methods surounding backup virtual so they could be override for server ↵Sean Dague1-3/+3
side created objects
2009-06-29Update svn properties, add copyright header, formatting cleanup.Jeff Ames1-1/+28
2009-06-29From: Chris Yeoh <yeohc@au1.ibm.com>Sean Dague1-0/+4
Attached is a patch that changes the oar file saving of creation date/time to an integer instead of a string. I did this after justincc emailed me saying there is a problem with internationalisation doing it the old way and I said I'd fix it. Its been tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
2009-06-28Removed the List<NewForce> m_forceList from ScenePresence, as there wasn't ↵MW1-20/+18
any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
2009-06-27Update svn properties.Jeff Ames2-244/+244
2009-06-26Fixed null bug, which was making unit tests failMW1-3/+7
2009-06-26Extracted the code that handles the sending of prim updates to the client, ↵MW4-159/+269
from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes. By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
2009-06-25Added a note to the ScenePresence.UpdateMovement() method, to remind ↵MW1-1/+1
everyone that the so called "forces" are actually velocities.
2009-06-25Applied patch from mantis #3820 which changed the clearing of the ↵MW1-20/+16
ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake. I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
2009-06-24Reading GroupPosition, but setting OffsetPosition in undo doesnt' seem right.Melanie Thielker1-2/+2
This may fix the Mantii where individual prims ctrl-z to nirvana, but it's not tested.
2009-06-22Formatting cleanup, ignore some generated files.Jeff Ames1-2/+2
2009-06-22Update svn properties.Jeff Ames2-218/+218
2009-06-22* Panda no like LongRunningAttribute, no? Me now reverting minuscule fix, ↵lbsa711-1/+1
yes? Panda happy, eh?
2009-06-22* Minuscule CC fixlbsa711-0/+2
2009-06-22* Added SceneTests and SceneBaseTestslbsa714-2/+220
* Changed some fields to protectesd to enable faking
2009-06-21Correct the behaviro of group deeding and llGetOwner() within deeded objectsMelanie Thielker1-1/+7
2009-06-21Publish a method on ICompiler to generate the CIL assembly pathMelanie Thielker1-0/+1
Cause group deeding to apply next owner perms