aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-303-13/+4
|
* Merge branch 'master' into bulletsimMic Bowman2011-08-302-3/+20
|\
| * Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-302-3/+20
| | | | | | | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
* | Merge branch 'master' into bulletsimMic Bowman2011-08-299-93/+95
|\ \ | |/
| * Related to #4689 - Adding missing null check for SceneObjectPartMakopoppo2011-08-272-4/+18
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Stop avatars returning from neighbouring regions from stalling on the border ↵Justin Clark-Casey (justincc)2011-08-271-3/+22
| | | | | | | | | | | | | | | | | | crossing. On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the movement registered to the client when it exited the initial region. If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key. This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.
| * Eliminate duplicate AttachmentPoint properties by always using the one ↵Justin Clark-Casey (justincc)2011-08-271-18/+18
| | | | | | | | stored in the root part's state field.
| * refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-277-73/+42
| | | | | | | | pointless duplication of identical values
* | Merge branch 'master' into bulletsimMic Bowman2011-08-2610-225/+180
|\ \ | |/
| * refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-263-10/+14
| | | | | | | | This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
| * refactor: move SOG.DetachToGround() to ↵Justin Clark-Casey (justincc)2011-08-261-40/+6
| | | | | | | | AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
| * refactor: simplify DetachSingleAttachmentToGround() by retrieving the scene ↵Justin Clark-Casey (justincc)2011-08-261-2/+2
| | | | | | | | object group direct
| * refactor: move sog.DetachToInventoryPrep() into ↵Justin Clark-Casey (justincc)2011-08-261-28/+4
| | | | | | | | AttachmentsModule.DetachSingleAttachmentToInv()
| * remove pointless IsDeleted check on SP.RezAttachments()Justin Clark-Casey (justincc)2011-08-241-3/+0
| | | | | | | | | | IsDeleted is never set for an SP, even though it's on EntityBase. It might be an idea to set it in the future
| * refactor: simplify EntityBase.IsDeleted propertyJustin Clark-Casey (justincc)2011-08-243-10/+5
| |
| * add SOG helper properties IsPhantom, IsTemporary, etc. to improve code ↵Justin Clark-Casey (justincc)2011-08-241-20/+46
| | | | | | | | | | | | readability use these in some sog methods
| * refactor: move Scene.Inventory.attachObjectAssetStore() into ↵Justin Clark-Casey (justincc)2011-08-241-84/+0
| | | | | | | | AttachmentsModule.AddSceneObjectAsAttachment()
| * get rid of pointless grp null check in attachObjectAssetStore()Justin Clark-Casey (justincc)2011-08-241-73/+69
| |
| * minor: remove hardcoded region numbers with the region size constant and a ↵Justin Clark-Casey (justincc)2011-08-241-2/+2
| | | | | | | | currently hardcoded offset
| * refactor: remove pointless AgentId argument from attachObjectAssetStore()Justin Clark-Casey (justincc)2011-08-241-1/+1
| |
| * Fix llAttachToAvatar()Justin Clark-Casey (justincc)2011-08-242-12/+33
| | | | | | | | | | | | Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay. So we now don't do this. The state will be serialized anyway when the avatar normally logs out. The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
| * rename AttachmentsModule.ShowDetachInUserInventory() to ↵Justin Clark-Casey (justincc)2011-08-231-15/+7
| | | | | | | | DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
| * Remove pointless contains check in ScenePresence.RemoveAttachment()Justin Clark-Casey (justincc)2011-08-231-6/+1
| |
| * If an attachment fails, then start logging the exception for now, in order ↵Justin Clark-Casey (justincc)2011-08-222-6/+4
| | | | | | | | | | | | to help with the inconsistent state bug. This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
| * Add warning log message to say which attachment fails validation in order to ↵Justin Clark-Casey (justincc)2011-08-221-0/+10
| | | | | | | | pin down problems with "Inconsistent Attachment State"
| * Add ISimulatorFeaturesModule so that other modules can register features in ↵Justin Clark-Casey (justincc)2011-08-221-0/+43
| | | | | | | | addition to the hardcoded ones.
| * Add avatar and attachments to llRegionSayBlueWall2011-08-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | llRegionSay will now message avatars on chan 0 and will message attachments on the avatar that listen on channels other than 0. This behavior is consistant with the LL implementation as tested on regions in Agni with one exception: this implementation does not include issue: https://jira.secondlife.com/browse/SCR-66?
| * Add llRegionSayToBlueWall2011-08-191-0/+20
| | | | | | | | | | | | | | llRegionSayTo(key target, integer channel, string messasge) Allows messages to be sent region-wide to a particular prim.
* | Merge branch 'master' into bulletsimMic Bowman2011-08-1928-616/+642
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs
| * Fix exception when using BasicPhysicsRobert Adams2011-08-191-2/+2
| |
| * Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-192-15/+64
| | | | | | | | | | This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
| * refactor: fold CreateSceneViewer() back into ScenePresence constructorJustin Clark-Casey (justincc)2011-08-181-6/+1
| |
| * refactor: Fold 3 ScenePresence() constructors into one since only one is called.Justin Clark-Casey (justincc)2011-08-181-9/+2
| |
| * Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-185-12/+20
| | | | | | | | | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
| * Fix issue where loading a new appearance onto an NPC would not remove the ↵Justin Clark-Casey (justincc)2011-08-171-1/+2
| | | | | | | | | | | | previous attachments from the scene. Addresses http://opensimulator.org/mantis/view.php?id=5636
| * Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple ↵Justin Clark-Casey (justincc)2011-08-171-4/+4
| | | | | | | | attachments check
| * get rid of logged warnings about lack of some modules - afaik these never ↵Justin Clark-Casey (justincc)2011-08-161-10/+0
| | | | | | | | occur in real life and just clutter up tests
| * relocate AttachmentTests.cs to AttachmentsModuleTests.csJustin Clark-Casey (justincc)2011-08-161-172/+0
| |
| * Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer2011-08-151-2/+37
| | | | | | | | region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
| * add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-111-2/+2
| |
| * eliminate redundant ground sitting checks since these are already done in ↵Justin Clark-Casey (justincc)2011-08-111-4/+1
| | | | | | | | enclosing control structures
| * eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵Justin Clark-Casey (justincc)2011-08-111-5/+4
| | | | | | | | | | | | can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
| * instead of setting avatar rotation twice in SP.HandleAgentUpdate(), ↵Justin Clark-Casey (justincc)2011-08-111-16/+14
| | | | | | | | eliminate the second setting in AddNewMovement()
| * get rid of intermediate local store of body rotation in ScenePresence, this ↵Justin Clark-Casey (justincc)2011-08-111-5/+4
| | | | | | | | is not used.
| * Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-112-2/+14
| | | | | | | | | | | | after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
| * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+3
| | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
| * Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-1/+4
| | | | | | | | | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
| * early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-103-4/+13
| | | | | | | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
| * Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-103-22/+11
| |
| * implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-101-4/+15
| |