Commit message (Collapse) | Author | Files | Lines | ||
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2011-10-25 | Merge | Melanie | 2 | -3/+1 | |
2011-10-25 | Fix ground sit autopilot | Melanie | 2 | -9/+19 | |
2011-10-24 | Add new EventQueueTests with basic test to check that adding a client ↵ | Justin Clark-Casey (justincc) | 3 | -2/+75 | |
registers an http poll | |||||
2011-10-24 | Add optional getauthinfo and setauthinfo authentication service calls. | Justin Clark-Casey (justincc) | 1 | -1/+10 | |
These are disabled by default, as before. Please only turn these on in secure grids, since they allow the same facilities as the existing SetPassword call (also disabled by default) These facilities can be helpful when integrating external systems, in addition to the existing option of adapting an IAuthenticationService or using WebLoginKey | |||||
2011-10-24 | Fake an AgentCircuitData if none is available rather than crashing out | Melanie | 1 | -2/+24 | |
2011-10-23 | Comment out the uuid gatherer lines that I accidentally left in. | Justin Clark-Casey (justincc) | 1 | -4/+4 | |
2011-10-22 | Fix missing Busy-Mode Response | Pixel Tomsen | 1 | -0/+1 | |
http://opensimulator.org/mantis/view.php?id=5748 | |||||
2011-10-22 | Add case to Lightshare/Windlight | BlueWall | 1 | -0/+3 | |
Thanks thomax for a patch to add handling for Sun/Moon pos. | |||||
2011-10-22 | Get UUIDGatherer to scan notecards in the graph for asset uuids. | Justin Clark-Casey (justincc) | 2 | -16/+48 | |
This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743 | |||||
2011-10-22 | refactor: rename some AssetHelpers.CreateAsset() methods to ↵ | Justin Clark-Casey (justincc) | 2 | -5/+5 | |
CreateNotecardAsset() | |||||
2011-10-21 | Allow updating the movement animation while flying. This fixes falling, | Melanie | 1 | -20/+6 | |
splatting and ground sit. Walking to a ground sit still doesn't work. | |||||
2011-10-21 | very minor removal of old commented out line of code in OdeScene | Justin Clark-Casey (justincc) | 1 | -5/+3 | |
2011-10-20 | Fix up the animator and ScenePresence to like each other again | Melanie | 2 | -7/+24 | |
2011-10-20 | remove unnecessary null check on _collisionEventPrim | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
2011-10-20 | Get OdeScene to use passed in time step rather than hard-coded 0.089 | Justin Clark-Casey (justincc) | 3 | -25/+32 | |
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference | |||||
2011-10-20 | Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵ | Justin Clark-Casey (justincc) | 1 | -12/+4 | |
Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value. | |||||
2011-10-20 | For now, stop passing timeStep into methods where it's not actually used. | Justin Clark-Casey (justincc) | 2 | -13/+5 | |
2011-10-19 | Change wording on asset requests. | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text. | |||||
2011-10-19 | Removed redundant NotInTransit function from ScenePresence. ↵ | Dan Lake | 1 | -5/+0 | |
IsInTransit=false does the same thing and NotInTransit was not used anywhere. | |||||
2011-10-19 | Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵ | Dan Lake | 5 | -318/+318 | |
endings from previous commit. | |||||
2011-10-19 | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵ | Dan Lake | 9 | -344/+319 | |
scene presence by client ID. | |||||
2011-10-19 | Extend scripts stop/start/suspend/resume console commands to allow action on ↵ | Justin Clark-Casey (justincc) | 2 | -72/+100 | |
a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later. | |||||
2011-10-19 | Add "scripts stop" and "scripts start" console commands. | Justin Clark-Casey (justincc) | 1 | -2/+48 | |
These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing. | |||||
2011-10-19 | minor: improve command help on scripts suspend/resume | Justin Clark-Casey (justincc) | 1 | -2/+5 | |
2011-10-19 | Fix resume scripts. | Justin Clark-Casey (justincc) | 2 | -9/+33 | |
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 | |||||
2011-10-19 | Add "scripts suspend" and "scripts resume" commands. | Justin Clark-Casey (justincc) | 2 | -3/+53 | |
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. | |||||
2011-10-19 | on log and "show scripts" messages, show script item UUID rather than asset UUID | Justin Clark-Casey (justincc) | 1 | -4/+4 | |
The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available | |||||
2011-10-19 | add current script status to "scripts show" command (running, suspended, etc.) | Justin Clark-Casey (justincc) | 3 | -7/+31 | |
2011-10-19 | Add "show scripts" command to show all scripts currently known to the script ↵ | Justin Clark-Casey (justincc) | 2 | -2/+28 | |
engine in the current region. Also added synonym of "scripts show" | |||||
2011-10-18 | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
2011-10-18 | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2 | -2/+10 | |
2011-10-18 | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 1 | -16/+13 | |
no contention until the object is constructed. | |||||
2011-10-18 | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 1 | -18/+13 | |
This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | |||||
2011-10-18 | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2 | -1/+3 | |
2011-10-18 | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 4 | -97/+81 | |
Despite its name, this wasn't actually being used in any collision checking | |||||
2011-10-17 | Allow an avatar to be explicitly named to the "debug packet" command | Justin Clark-Casey (justincc) | 2 | -6/+11 | |
2011-10-17 | refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵ | Justin Clark-Casey (justincc) | 4 | -23/+13 | |
without a getter | |||||
2011-10-17 | Add avatar names to debug packet output | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
2011-10-17 | refactor: Use SOP.SitTargetAvatar instead of calling a special ↵ | Justin Clark-Casey (justincc) | 3 | -11/+10 | |
GetAvatarOnSitTarget() which returned exactly the same thing | |||||
2011-10-17 | rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵ | Justin Clark-Casey (justincc) | 1 | -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 :) | |||||
2011-10-17 | Implement osNpcStand(<npc-id>) | Justin Clark-Casey (justincc) | 6 | -2/+48 | |
Allows you to stand an NPC that has sat. | |||||
2011-10-17 | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 10 | -5/+75 | |
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 :) | |||||
2011-10-15 | improve method doc on Scene.OtherRegionUp() | Justin Clark-Casey (justincc) | 1 | -4/+4 | |
this is really just to trigger panda. | |||||
2011-10-15 | move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵ | Justin Clark-Casey (justincc) | 3 | -7/+3 | |
the others | |||||
2011-10-15 | fetch physical_prim switch from [Startup] config from inside scene, as is ↵ | Justin Clark-Casey (justincc) | 4 | -40/+18 | |
done for most other scene config params | |||||
2011-10-15 | remove now redundant m_physical_prim flag from SOP.ApplyPhysics() | Justin Clark-Casey (justincc) | 3 | -7/+7 | |
2011-10-15 | Restore [Startup] physical_prim flag which can stop any prims being subject ↵ | Justin Clark-Casey (justincc) | 1 | -1/+6 | |
to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously. | |||||
2011-10-15 | remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵ | Justin Clark-Casey (justincc) | 1 | -4/+0 | |
done immediately afterwards in DoPhysicsPropertyUpdate() | |||||
2011-10-15 | refactor: Remove redundant code in SOP.UpdatePrimFlags() | Justin Clark-Casey (justincc) | 1 | -27/+21 | |
2011-10-15 | factor common code out into SOP.RemoveFromPhysics() | Justin Clark-Casey (justincc) | 3 | -11/+19 | |