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* Fix code to check for no spawn points. Possibly a merge artefact?Melanie2013-02-101-2/+4
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* Fix teleport/telehub issue:BlueWall2013-02-102-3/+17
| | | | Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
* If a component of a coalesced object fails to deserialization, do not add a ↵Justin Clark-Casey (justincc)2013-02-081-4/+18
| | | | | | | null where the object should be. This prevents a later load IAR failure. This code is currently only used by IAR loading.
* Actually plumb the new values to physics.Melanie2013-02-071-0/+20
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* Add some more code from Avination. This changes physics actor stuff aroundMelanie2013-02-071-37/+152
| | | | to work with the new params. Not actually plumbed just yet.
* Plumb the path from the client to the extra physics params and backMelanie2013-02-073-2/+26
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* Revert "Add plumbing for physics properties to get to the physics engine."Melanie2013-02-071-50/+6
| | | | This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
* Add plumbing for physics properties to get to the physics engine.Robert Adams2013-02-071-6/+50
| | | | Addition of entries to PhysicsActor and setting code in SceneObjectPart.
* Rename "Bounciness" to "Restitution"Melanie2013-02-072-6/+6
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* Enables script access to the per object dynamic attributes through the JsonStoreMic Bowman2013-02-061-0/+1
| | | | | | | | | | | script functions. Adds JsonAttachObjectStore to associate a store identifier with an object (scripts can only access the store in their host object, this could be extended but isn't necessary for now). Note this opens a method to the DAMap OSDMap. This will be removed later, but greatly simplifies the code for now. The JsonStore and these scripts are disabled by default.
* Partial port of Avination's support for the new physics parameters.Melanie2013-02-062-3/+136
| | | | | | | | Implements the parameters as properties, the serialization and database storage (MySQL only). Implements llSetPrimitiveParams for prim physics shape and the other 4 extra params. Only the prim shape type "None" is currently functional. No support for the Viewer UI (yet), that will be ported in due course. Lots more to port, this is a large-ish changeset.
* Remove long unused Scene.DumpAssetsToFile boolean.Justin Clark-Casey (justincc)2013-02-061-5/+0
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* Remove very long unused IScriptHost and NullScriptHostJustin Clark-Casey (justincc)2013-02-063-138/+1
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* Remove unused ScriptEngineLoader and ScriptEngineInterface in ↵Justin Clark-Casey (justincc)2013-02-063-168/+0
| | | | | | OpenSim.Region.Framework.dll I believe this predates the generic system of registering interfaces and is very long unused.
* Remove wrong code in ScriptUtils.GetAssetIdFromKeyOrItemName which would ↵Justin Clark-Casey (justincc)2013-02-061-15/+0
| | | | | | | | | return the item ID instead of the asset ID if the identifier was a uuid that matched an inventory item name. This would practically never happen. This makes this overloaded version of the function consistent with the other version. It looks like this accidentally came over in commit c5af16a from Tue Oct 16 12:40:21 2012 However, there's arguably a case for looking for an item name that matches a UUID before assuming that the identifier is already an asset ID.
* refactor: Move functions that lookup asset ids from task inventory or pass ↵Justin Clark-Casey (justincc)2013-02-061-0/+122
| | | | | | | them through to ScriptUtils class in OpenSim.Region.Framework.dll Renames functions to better reflect what they do. This is so that code registering with modInvoke() can reuse this code to provide functions that behave in a consistent manner with existing LSL/OSSL functions.
* Merge branch 'dynamic-attributes2'Justin Clark-Casey (justincc)2013-02-052-1/+24
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| * Added DynAttrs to the serialized XML format of prims. When copying prims, ↵Oren Hurvitz2013-01-252-0/+16
| | | | | | | | use deep copy for DynAttrs.
| * Encapsulate an OSDMap in DAMap (was DynAttrsOSDMap) rather than inheriting ↵Justin Clark-Casey (justincc)2013-01-251-2/+2
| | | | | | | | | | | | from it This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
| * Implement Dynamic Attributes for SOP and PBS. Implement storage in SQLiteJustin Clark-Casey (justincc)2013-01-251-1/+8
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* | Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | | | | | | | | | This is mostly Bluewall's work but I am also bumping the general version number OpenSimulator 0.7.5 remains in the release candidate stage. I'm doing this because master is significantly adding things that will not be in 0.7.5 This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names and so the exact version match requirement is not in force.
* | minor: change comment about assuming script references are textures in ↵Justin Clark-Casey (justincc)2013-02-021-1/+2
| | | | | | | | UuidGatherer since this is no longer the behaviour.
* | Log missing assets on "fcache assets" found. This ignores references found ↵Justin Clark-Casey (justincc)2013-02-021-2/+5
| | | | | | | | | | | | | | | | by scanning LSL/notecard files since these are the source of false positives. This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures. This is added to help people in determining when they have missing assets such as textures, etc. In this case, one wants to run "fcache clear" first.
* | Sit and Spin reduction. If sitting, slam avatar angular velocity to zero.teravus2013-02-011-2/+3
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* | Whitespace fix and removing unneccessary parenthesesMelanie2013-01-311-1/+1
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2013-01-301-0/+1
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| * | Add JsonTestStore to determine if a JsonStore is associated withMic Bowman2013-01-301-0/+1
| | | | | | | | | | | | a particular UUID.
* | | Allow use of MaptileStaticUUID in Regions.ini to override the global setting ↵Jak Daniels2013-01-301-1/+6
|/ / | | | | | | | | | | in OpenSim.ini for each region. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | * This adds a bit more to the previous flying roll effect by adding ↵teravus2013-01-301-10/+50
| | | | | | | | additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
* | * Adds a satisfying angular roll when an avatar is flying and turning. ↵teravus2013-01-301-0/+81
| | | | | | | | (General, not physics). Makes flying not feel as stiff.
* | Prevent items being destroyed by rename operations. Renaming of a wearable alsoMelanie2013-01-271-5/+6
| | | | | | | | | | | | | | | | | | sends an asset transaciton but it is empty. So we can't ignore name data when a transaction is present and can't treat every transaction as valid. Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
* | Add OnScriptMovingStartEvent and OnScriptMovingEndEvent to EventManager so ↵Justin Clark-Casey (justincc)2013-01-261-0/+56
|/ | | | | | | | that these can be triggered by future code (not yet implemented). Also hooks up moving_start and moving_end script events, eliminating itemID on XEngine EventManager methods since this is completely unused. An adaptation of the patch in http://opensimulator.org/mantis/view.php?id=6515 Thanks Garmin Kawaguichi and Signpost Marv.
* * This makes the non-physics llCastRay 'better'. It's not 'correctly ↵teravus2013-01-231-0/+1
| | | | working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+13
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* Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenterRobert Adams2013-01-211-0/+10
| | | | | routines on the physics engine. Won't make a difference for any existing scripts since ODE always returned Vector3.Zero.
* Check the existing ScenePresence.ParentPart to make sure we're not trying to ↵Justin Clark-Casey (justincc)2013-01-191-2/+1
| | | | | | | sit on a prim we're already sat upon, rather than looking up the part from scratch. An adaptation of commit 055b8a2 Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-182-5/+33
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-183-6/+25
| | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-3/+23
| | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented. This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
* Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-161-23/+3
| | | | | | | | during a script wait event (llSleep(), etc.)" Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api. This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-161-0/+4
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| * move resit fix to ScenePresence.cs and allow for requesting sit on objects ↵dahlia2013-01-141-0/+4
| | | | | | | | other than the object currently sat on
* | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-3/+23
|/ | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
* Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams2013-01-111-2/+2
| | | | rather than just saying it happened.
* Save attachments on detach/exit if a contained script state has been changed.Justin Clark-Casey (justincc)2013-01-111-0/+3
| | | | | | | This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped.
* Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-102-94/+102
| | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
* refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)2013-01-101-10/+1
| | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.
* Add "debug scene pbackup true|false" console command. This enables or ↵Justin Clark-Casey (justincc)2013-01-101-9/+30
| | | | | | disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown.
* Revert "Prevent empty Anim Packs"Melanie2013-01-091-12/+0
| | | | This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
* Revert "Fix sequence id fr default anim"Melanie2013-01-091-1/+1
| | | | This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.