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* Implement terrain merging in TerrainChannel.Robert Adams2014-02-023-1/+76
| | | | | | Modify archiver to use terrain merging when loading oars. This makes displacement AND rotation properly work on terrain when loading oars. Especially useful when loading legacy region oars into large varregions.
* Overload INPCModule.CreateNPC() to allow agentID to be specified. Note: this ↵dahlia2014-02-011-0/+26
| | | | is intended for use in region modules and is not exposed to scripts.
* In UuidGatherer, gather materials referenced in the prim's TextureEntryOren Hurvitz2014-02-011-2/+15
| | | | Signed-off-by: dahlia <dahlia@nomail>
* Merge branch 'master' into varregionRobert Adams2014-01-281-16/+31
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| * Reinsert attachments list taking code in SP.MakeRootAgent()Justin Clark-Casey (justincc)2014-01-271-14/+30
| | | | | | | | Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.
| * refactor: Remove identical part.ParentGroup.AddAvatar(UUID); calls which ↵Justin Clark-Casey (justincc)2014-01-271-2/+1
| | | | | | | | occur no matter which branch of the conditional is executed
* | Merge branch 'master' into varregionRobert Adams2014-01-215-47/+222
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| * Add back code to UuidGatherer to retrieve UUIDs for materials stored in ↵dahlia2014-01-201-0/+73
| | | | | | | | DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2014-01-201-0/+7
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| | * Clean up orphaned json stores. This can happen when an object isMic Bowman2014-01-201-0/+7
| | | | | | | | | | | | | | | | | | removed, when a script is removed, or when a script is reset. Also added a stats command to track the number of json stores used by a region. Will probably add some more commands later.
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-202-15/+154
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| | * Stop exceptions being generated on agent connection if a telehub object has ↵Justin Clark-Casey (justincc)2014-01-202-15/+154
| | | | | | | | | | | | been deleted or has no spawn points.
| * | Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2014-01-202-97/+53
| | | | | | | | | | | | | | | | | | "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
* | | varregion: add --noterrain and --noparcel to 'load oar'.Robert Adams2014-01-191-18/+8
| | | | | | | | | | | | | | | --noterrain suppresses the loading of the terrain from the oar. --noparcels suppresses the loading of parcel information from the oar.
* | | varregion: add --displacement parameter to 'load oar'.Robert Adams2014-01-192-2/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | Adds displacment to all objects and terrain loaded from the oar. As an example, if you have a 512x512 region and an old 256x256 oar, doing load oar --displacement "<128,128,0>" oarFile.oar will load the object (and terrain) into the middle of the 512x512 region. If displacement is not specified, 'load oar' works like it always has. If you have a 5
* | | Merge branch 'master' into varregionRobert Adams2014-01-195-209/+114
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| * | minor: reinsert some method doc back into IEntityTransferModuleJustin Clark-Casey (justincc)2014-01-171-0/+20
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| * | Reorder checks in SP.CompleteMovement() to fix test failuresJustin Clark-Casey (justincc)2014-01-161-36/+33
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| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-162-57/+68
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| | * Actually put IsChildAgent = true inside the lock, otherwise there is still a ↵Justin Clark-Casey (justincc)2014-01-161-1/+3
| | | | | | | | | | | | small window for race conditions on duplicate CompleteMovement calls
| | * Prevent duplicate invocations or race dontision in SP.CompleteMovement()Justin Clark-Casey (justincc)2014-01-162-56/+65
| | | | | | | | | | | | | | | This can happen under poor network conditions if a viewer repeats the message send If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-162-123/+0
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| | * Remove old IInterRegionComms and references. This hasn't been used since ↵Justin Clark-Casey (justincc)2014-01-162-123/+0
| | | | | | | | | | | | 2009 and was superseded by ISimulationService
* | | Add J2K decoder routine that converts directly to an image.Robert Adams2014-01-191-1/+9
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* | | varregion: remove unnecessary border checking code in ScenePresence.Robert Adams2014-01-111-0/+6
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* | | Merge branch 'master' into varregionRobert Adams2014-01-115-76/+99
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-101-5/+5
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| | * When moving the root prim of an attachment: a) Change the attach position; ↵Oren Hurvitz2014-01-101-5/+5
| | | | | | | | | | | | b) Move the other prims in the reverse direction to compensate
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-104-71/+92
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| | * Refactored: use a single function to apply an object's folded permissions to ↵Oren Hurvitz2014-01-102-14/+14
| | | | | | | | | | | | its main permissions
| | * Refactored setting permissions when rezzing items: use the same function ↵Oren Hurvitz2014-01-103-57/+78
| | | | | | | | | | | | | | | | | | when rezzing from user inventory and prim inventory. Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-081-0/+2
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| | * If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)2014-01-081-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
| * | Some missing definitions needed for successful compilation.Robert Adams2014-01-041-1/+2
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| * | varregion: Add region size to teleport event messages (EnableSimulator,Robert Adams2014-01-042-4/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen). Conflicts: OpenSim/Framework/RegionInfo.cs
* | | varregion: Add region size to teleport event messages (EnableSimulator,Robert Adams2014-01-032-4/+10
| | | | | | | | | | | | | | | | | | | | | CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen).
* | | varregion: extract banned region logic into a class for cleanlyness.Robert Adams2013-12-271-115/+13
| | | | | | | | | | | | | | | Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation so hitting borders and bad teleports do not continuiously hammer on the GridService.
* | | varregion: many more updates removing the constant RegionSize and replacingRobert Adams2013-12-263-62/+13
| | | | | | | | | | | | with a passed region size. This time in the map code and grid services code.
* | | varregion: add lots of DEBUG level log messages. Especially for teleport.Robert Adams2013-12-244-9/+9
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* | | varregion: remove unused Scene.HaveNeighbor routine. Its computationRobert Adams2013-12-241-42/+1
| | | | | | | | | | | | was wrong for large regions anyway.
* | | Merge branch 'master' into varregionRobert Adams2013-12-177-375/+934
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-12-163-15/+39
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| | * \ Merge branch 'justincc-master'Justin Clark-Casey (justincc)2013-12-141-3/+12
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| | | * Wrap analysis of the particle system in the UUID Gatherer in a separate ↵Justin Clark-Casey (justincc)2013-12-141-3/+12
| | | | | | | | | | | | | | | | | | | | | | | | try/catch as sometimes it appears that this can be corrupt. As per Oren's suggestion.
| | * | Comment out sit position checks in TestSitAndStandWithSitTarget() in SP and ↵Justin Clark-Casey (justincc)2013-12-141-8/+6
| | | | | | | | | | | | | | | | | | | | | | | | NPC tests until positions are known to be stable. Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
| | * | Fix build break in test from previous commit 54cc229 - hadn't realized ↵Justin Clark-Casey (justincc)2013-12-141-1/+1
| | | | | | | | | | | | | | | | ScenePresence inst var name was slightly different
| | * | Fix TestSitAndStandWithNoSitTarget NPC and SP tests.Justin Clark-Casey (justincc)2013-12-141-1/+1
| | | | | | | | | | | | | | | | | | | | These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
| | * | Eliminate unnecessary line from my previous commit 1d605642Justin Clark-Casey (justincc)2013-12-131-2/+0
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| | * | Refix sitting on child prims by reinserting relevant code back into ↵Justin Clark-Casey (justincc)2013-12-111-3/+22
| | | | | | | | | | | | | | | | SP.HandleAgentSit()
| * | | This is the acutal sitting avatar crossing code. This commit implements theMelanie2013-12-161-2/+152
| |/ / | | | | | | | | | | | | | | | | | | | | | actual crossing mechanics for seated avatars, using the supporting code from the previous commits. Physics is not supported yet, although some few bits for them are already in place due to the earlier code drops. With this commit, crossing sitting avatar by "editing" the prim across the border, by using llSetPos or keyframe motion may already be possible. Vehicles will come next.