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* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-033-11/+11
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-033-15/+14
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-021-315/+362
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| * Restore the recursive calling of PRIM_LINK_TARGET because the version I madeMelanie2011-11-021-327/+334
| | | | | | | | breaks LINK_SET et al.
| * Some positioning fixes from AVN trunkMelanie2011-11-021-1/+42
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| * Streamline PRIM_LINK_TARGET, eliminating a recursion and a failure scenarioMelanie2011-11-021-4/+3
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* | Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-9/+6
|/ | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
* Remove completely unused SOG.Rotation parameterJustin Clark-Casey (justincc)2011-10-291-1/+1
| | | | We always use SOP.Rotation instead
* Continuation of previous checkin. Found more places where ↵Dan Lake2011-10-271-15/+9
| | | | ForEachScenePresence can be changed to ForEachRootScenePresence.
* Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-10/+10
| | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* Added optional owner classes to existing OSSL agent PermissionsMichelle Argus2011-10-261-6/+61
| | | | | | PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Implementation of PRIM_OMEGA, but only for settingSignpostMarv Martin2011-10-262-4/+18
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Implementing PRIM_LINK_TARGET, but only for setting paramsSignpostMarv Martin2011-10-262-4/+14
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Add case to Lightshare/WindlightBlueWall2011-10-221-0/+3
| | | | Thanks thomax for a patch to add handling for Sun/Moon pos.
* Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-191-1/+1
| | | | scene presence by client ID.
* Fix resume scripts.Justin Clark-Casey (justincc)2011-10-191-8/+32
| | | | | On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race
* Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2011-10-191-2/+4
| | | | | These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself.
* add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)2011-10-191-4/+5
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* Add "show scripts" command to show all scripts currently known to the script ↵Justin Clark-Casey (justincc)2011-10-191-2/+0
| | | | | | engine in the current region. Also added synonym of "scripts show"
* refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | GetAvatarOnSitTarget() which returned exactly the same thing
* rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | | | | | understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
* Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-173-0/+17
| | | | Allows you to stand an NPC that has sat.
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-174-0/+19
| | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2011-10-121-2/+0
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* When shutting down XEngine, log how many scripts are being shutdown so the ↵Justin Clark-Casey (justincc)2011-10-121-1/+1
| | | | user knows why they are waiting.
* osSetParcelDetails - PARCEL_DETAILS_CLAIMDATEPixel Tomsen2011-10-112-21/+32
| | | | | | | this new flag set parcels claim date value 0 for this flag set current unixstamp http://opensimulator.org/mantis/view.php?id=5725
* Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)2011-10-102-2/+2
| | | | idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
* refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)2011-10-102-2/+2
| | | | | | than going through scene I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
* Removed all refs to IClientAPI from IAttachmentsModule. Separated client ↵Dan Lake2011-10-041-1/+1
| | | | handlers for attachments to call public interface and rearranged module file into sections
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-10-031-3/+18
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| * trival tweak to trigger the continuous integration systemJustin Clark-Casey (justincc)2011-10-041-1/+1
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| * Return NULL_KEY from llGetTexture if a non-existent face is indicated, ↵Justin Clark-Casey (justincc)2011-10-041-1/+1
| | | | | | | | | | | | rather than "" As per http://wiki.secondlife.com/wiki/LlGetTexture
| * For llGetTexture(), if the face texture asset is in the inventory, return ↵Justin Clark-Casey (justincc)2011-10-041-1/+16
| | | | | | | | | | | | | | | | the inventory name rather than the asset UUID This is as per http://wiki.secondlife.com/wiki/LlGetTexture Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early. Thanks Michelle Argus!
* | Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake2011-10-031-2/+1
|/ | | | converted back and forth between ScenePresence and IClientAPI. More to be done still.
* llGetLinkKey, llGetLinkName Fix for sitting AvatarPixel Tomsen2011-10-011-0/+41
| | | | | | when an avatar sits on a prim, we get now his key & name ;-) http://opensimulator.org/mantis/view.php?id=4476
* llAvatarOnLinkSitTarget ImplementationPixel Tomsen2011-09-293-0/+20
| | | | http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
* refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* llSetPrimitiveParams Prim type params precision errorsMicheil Merlin2011-09-092-44/+90
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* When invoking any of the OSSL teleport functions, do it on a separate thread ↵Justin Clark-Casey (justincc)2011-09-071-6/+13
| | | | | | | rather than the script thread. This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport. This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
* refactor: use SOG register target waypoints and rots directly instead of ↵Justin Clark-Casey (justincc)2011-09-011-4/+6
| | | | calling through the SOP, which doesn't make conceptual sense anyway.
* Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-012-8/+2
| | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
* Fix issue with llGetTorque() where it would only ever return a zero vector.Justin Clark-Casey (justincc)2011-09-011-1/+1
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* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-014-112/+61
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-272-14/+14
| | | | pointless duplication of identical values
* refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-263-7/+7
| | | | 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
* llSetPrimitiveParams correct prim hollow for cases where limit should be 70%.Micheil Merlin2011-08-252-51/+111
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Fix llAttachToAvatar()Justin Clark-Casey (justincc)2011-08-241-2/+2
| | | | | | 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)2011-08-231-1/+1
| | | | DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
* Protect a check for default texture entry when setting alpha values. ApparentlyMic Bowman2011-08-231-3/+10
| | | | if all faces have their own textures then the default texture is null
* Thanks Neil Canham for fixing bulk inventory updates, no sending ↵Snoopy Pfeffer2011-08-221-1/+1
| | | | BulkInventoryUpdate after accepting inventory items.