Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'bigmerge' of ssh://melanie@3dhosting.de/var/git/careminster ↵ | Melanie | 2011-12-05 | 1 | -39/+40 |
|\ | | | | | | | into bigmerge | ||||
| * | Fix CHANGED_TEXTURE and CHANGED_COLOR. | Melanie | 2011-12-05 | 1 | -39/+40 |
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* | | Merge branch 'master' into bigmerge | Melanie | 2011-12-05 | 5 | -145/+236 |
|\ \ | |/ |/| | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs | ||||
| * | Split up test SceneHelpers to provide an AddChildScenePresence() call | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -0/+1 |
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| * | Remove T012_TestAddNeighbourRegion() and T013_TestRemoveNeighbourRegion() ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -70/+5 |
| | | | | | | | | since they don't do anything useful. | ||||
| * | Extend TestCreateChildScenePresence to make assertions both at CreateAgent ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -0/+16 |
| | | | | | | | | stage and then at Scene.AddClient() | ||||
| * | Add beginning of ScenePresenceAgentTests.TestCreateChildScenePresence() | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -11/+46 |
| | | | | | | | | | | This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate. Normal standalone operation unaffected. | ||||
| * | Use GetAgentCircuits() to receive a copy of the AgentCircuitsByUUID ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -4/+2 |
| | | | | | | | | dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions | ||||
| * | Add agent circuit number checks to TestCloseAgent() | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -0/+4 |
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| * | Correct SOP.GetNumberOfSides() to return 8 for meshes rather than 7 | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -7/+5 |
| | | | | | | | | | | We are returning the actual number of 'sides', not the maximum index number. Also minor format corrections. | ||||
| * | Workaround for mesh to correct the number of faces in GetNumberOfSides(). ↵ | marc | 2011-12-03 | 1 | -1/+9 |
| | | | | | | | | | | | | Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor(); Signed-off-by: marc <mare@sounddog.net> | ||||
| * | Update SP.PhysicsCollisionUpdate() doc. | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -2/+5 |
| | | | | | | | | It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface | ||||
| * | Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -0/+4 |
| | | | | | | | | called continuously even where there are no collisions | ||||
| * | Add basic TestFlyingAnimation() regression test | Justin Clark-Casey (justincc) | 2011-12-03 | 2 | -2/+75 |
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| * | Stop calling Animator.UpdateMovementAnimations() at the end of ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -2/+2 |
| | | | | | | | | | | | | HandleAgentUpdate(). There's no point doing this if it's being called via PhysicsCollisionUpdate | ||||
| * | For now, disable mechanism to limit avatar animation updates since this ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 2 | -23/+28 |
| | | | | | | | | | | | | | | | | | | causes avatars to never reach the correct animation after some actions. This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate() | ||||
| * | refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -14/+12 |
| | | | | | | | | than duplicating it with m_movementAnimation | ||||
| * | Do a cagent.Anims != null check in SP.CopyFrom() | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -1/+3 |
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| * | Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -3/+8 |
| | | | | | | | | DetermineMovementAnimation() for better code readability | ||||
| * | Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 2 | -12/+13 |
| | | | | | | | | | | | | | | processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again. | ||||
| * | Stop some places where we're trying to reset animations in child agents ↵ | Justin Clark-Casey (justincc) | 2011-12-02 | 3 | -16/+23 |
| | | | | | | | | where such requests are ignored. | ||||
| * | Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵ | Justin Clark-Casey (justincc) | 2011-12-02 | 1 | -3/+0 |
| | | | | | | | | | | | | constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP | ||||
* | | Reinstate setter for OffsetPosition to allow setting the offset by script | Melanie | 2011-12-05 | 1 | -0/+7 |
| | | | | | | | | while seated | ||||
* | | Don't allow position update on sitting avatar. Don't bounds check sitting | Melanie | 2011-12-04 | 1 | -2/+9 |
| | | | | | | | | avatars as they will be crossed by the vehicle and not individually | ||||
* | | Remove some debug code that had snuck in | Melanie | 2011-12-01 | 1 | -8/+8 |
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* | | Implement llTransferLindenDollars | Melanie | 2011-12-01 | 1 | -0/+10 |
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* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge | Melanie | 2011-11-28 | 4 | -83/+19 |
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| * \ | Merge branch 'master' into bigmerge | Melanie | 2011-11-28 | 4 | -83/+19 |
| |\ \ | | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | ||||
| | * | minor: formatting changes in Scene.PacketHandlers.cs | Justin Clark-Casey (justincc) | 2011-11-26 | 1 | -5/+5 |
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| | * | Rip out unused Scene.HandleFetchInventoryDescendentsCAPS(). | Justin Clark-Casey (justincc) | 2011-11-26 | 1 | -58/+0 |
| | | | | | | | | | | | | This has been handled by WebFetchInvDescHandler.Fetch() for some time. | ||||
| | * | Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵ | Justin Clark-Casey (justincc) | 2011-11-25 | 1 | -2/+2 |
| | | | | | | | | | | | | conversion rather than the arrays in TaskInventoryItem | ||||
| | * | Remove bizarre call to PhysicsScene.Simulate(0) in ↵ | Justin Clark-Casey (justincc) | 2011-11-24 | 1 | -4/+2 |
| | | | | | | | | | | | | | | | | | | Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either | ||||
| | * | When setting packet level logging via "debug packet", apply to all clients, ↵ | Justin Clark-Casey (justincc) | 2011-11-24 | 1 | -14/+10 |
| | | | | | | | | | | | | | | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information. | ||||
* | | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge | Melanie | 2011-11-24 | 5 | -58/+30 |
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| * | | Merge branch 'master' into bigmerge | Melanie | 2011-11-24 | 5 | -58/+30 |
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| | * | Stop an exception being thrown and a teleport/border cross failing if the ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 4 | -29/+22 |
| | | | | | | | | | | | | | | | | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway) | ||||
| | * | Chain SOP constructors together rather than having copy/paste code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -14/+5 |
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| | * | refactor: Make SOP.Description an automatic property | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -6/+3 |
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| | * | Remove unused PhysicsActor.SOPDescription | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -11/+2 |
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* | | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge | Melanie | 2011-11-19 | 3 | -20/+22 |
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| * | | Merge branch 'master' into bigmerge | Melanie | 2011-11-19 | 3 | -20/+22 |
| |\ \ | | |/ | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | ||||
| | * | Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -2/+6 |
| | | | | | | | | | | | | | | | | | | | | | 57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them. Also finally get the deregister grid service message working properly | ||||
| | * | Don't register a region twice on both official registration and maptile ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -7/+5 |
| | | | | | | | | | | | | | | | | | | regeneration. Maptile storage appears orthogonal to region registration | ||||
| | * | If the entire simulator is shutting down then don't bother to unload the ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -10/+16 |
| | | | | | | | | | | | | | | | | | | | | | scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker. | ||||
* | | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge | Melanie | 2011-11-17 | 8 | -136/+56 |
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| * | | Merge branch 'master' into bigmerge | Melanie | 2011-11-17 | 8 | -136/+56 |
| |\ \ | | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | ||||
| | * | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 3 | -3/+11 |
| | | | | | | | | | | | | | | | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday | ||||
| | * | Call public ForEach instead of using m_entities directly. No semantic ↵ | Dan Lake | 2011-11-16 | 1 | -2/+2 |
| | | | | | | | | | | | | changes, just cleanup | ||||
| | * | In AddNewClient, iterator over copy of entities rather than copying under ↵ | Dan Lake | 2011-11-15 | 1 | -2/+3 |
| | | | | | | | | | | | | read lock | ||||
| | * | Make tracked per scene thread names conform to the majorirty format. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -1/+3 |
| | | | | | | | | | | | | This is <thread-name> (<region-name>) |