| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
|
| |
| |
| |
| | |
For now on caps/EventQueue, and still only used on a material change...
|
| |
| |
| |
| | |
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
|
| |
| |
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
| |
| |
| |
| |
| | |
accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
| |
| |
| |
| | |
packet per prim. More to come as we change to make use of this.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
without a getter
|
|\ \
| |/ |
|
| |
| |
| |
| | |
sends entity updates (including presence ones), not just prims.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
This is moved into ScenePresence for now as a general facility
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
agent
|
| | |
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| | |
If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready."
This reverts commit 91b1d17e5bd3ff6ed006744bc529b53a67af1a64.
Conflicts:
OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
| |
| |
| |
| | |
halting visual behavior of large group deletes and eliminates the packet flood
|
|\ \
| |/
| |
| |
| | |
The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
affected.
|