Commit message (Collapse) | Author | Files | Lines | ||
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2011-12-05 | Fix CHANGED_TEXTURE and CHANGED_COLOR. | Melanie | 4 | -66/+67 | |
2011-12-05 | Strip CR from http responses and limit them to 2048 chars | Melanie | 1 | -1/+3 | |
2011-12-05 | Fix setting seated avatar position and make llSameGroup work as in SL. | Melanie | 1 | -2/+4 | |
2011-12-05 | Reinstate setter for OffsetPosition to allow setting the offset by script | Melanie | 1 | -0/+7 | |
while seated | |||||
2011-12-04 | Don't allow position update on sitting avatar. Don't bounds check sitting | Melanie | 1 | -2/+9 | |
avatars as they will be crossed by the vehicle and not individually | |||||
2011-12-04 | Implement ChangeInventoryItemFlagsPacket handling | Melanie | 3 | -0/+18 | |
2011-12-03 | Split up test SceneHelpers to provide an AddChildScenePresence() call | Justin Clark-Casey (justincc) | 1 | -0/+1 | |
2011-12-03 | Remove T012_TestAddNeighbourRegion() and T013_TestRemoveNeighbourRegion() ↵ | Justin Clark-Casey (justincc) | 1 | -70/+5 | |
since they don't do anything useful. | |||||
2011-12-03 | Extend TestCreateChildScenePresence to make assertions both at CreateAgent ↵ | Justin Clark-Casey (justincc) | 1 | -0/+16 | |
stage and then at Scene.AddClient() | |||||
2011-12-03 | Add beginning of ScenePresenceAgentTests.TestCreateChildScenePresence() | Justin Clark-Casey (justincc) | 3 | -16/+51 | |
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. | |||||
2011-12-03 | Use GetAgentCircuits() to receive a copy of the AgentCircuitsByUUID ↵ | Justin Clark-Casey (justincc) | 2 | -5/+3 | |
dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions | |||||
2011-12-03 | Add agent circuit number checks to TestCloseAgent() | Justin Clark-Casey (justincc) | 1 | -0/+4 | |
2011-12-03 | Correct SOP.GetNumberOfSides() to return 8 for meshes rather than 7 | Justin Clark-Casey (justincc) | 1 | -7/+5 | |
We are returning the actual number of 'sides', not the maximum index number. Also minor format corrections. | |||||
2011-12-03 | Workaround for mesh to correct the number of faces in GetNumberOfSides(). ↵ | marc | 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> | |||||
2011-12-03 | Update SP.PhysicsCollisionUpdate() doc. | Justin Clark-Casey (justincc) | 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 | |||||
2011-12-03 | Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's ↵ | Justin Clark-Casey (justincc) | 1 | -0/+4 | |
called continuously even where there are no collisions | |||||
2011-12-03 | Add basic TestFlyingAnimation() regression test | Justin Clark-Casey (justincc) | 2 | -2/+75 | |
2011-12-03 | Stop calling Animator.UpdateMovementAnimations() at the end of ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
HandleAgentUpdate(). There's no point doing this if it's being called via PhysicsCollisionUpdate | |||||
2011-12-03 | For now, disable mechanism to limit avatar animation updates since this ↵ | Justin Clark-Casey (justincc) | 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() | |||||
2011-12-03 | refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵ | Justin Clark-Casey (justincc) | 1 | -14/+12 | |
than duplicating it with m_movementAnimation | |||||
2011-12-03 | Use agent.Animator.CurrentMovementAnimation in llGetAgentInfo() rather than ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
asking for a new determination | |||||
2011-12-03 | Do a cagent.Anims != null check in SP.CopyFrom() | Justin Clark-Casey (justincc) | 1 | -1/+3 | |
2011-12-03 | Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵ | Justin Clark-Casey (justincc) | 2 | -4/+9 | |
DetermineMovementAnimation() for better code readability | |||||
2011-12-03 | Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵ | Justin Clark-Casey (justincc) | 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. | |||||
2011-12-02 | Stop some places where we're trying to reset animations in child agents ↵ | Justin Clark-Casey (justincc) | 4 | -116/+133 | |
where such requests are ignored. | |||||
2011-12-02 | Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵ | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP | |||||
2011-12-01 | refactor: Separate the upload baked texture handler out from BunchOfCaps | Justin Clark-Casey (justincc) | 2 | -122/+113 | |
2011-12-01 | Remove some debug code that had snuck in | Melanie | 1 | -8/+8 | |
2011-12-01 | Implement llTransferLindenDollars | Melanie | 4 | -0/+93 | |
2011-11-29 | Provide more user feedback when "debug http" is set | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
2011-11-29 | On "show caps", stop excluding the seed cap but do exclude it elsewhere | Justin Clark-Casey (justincc) | 2 | -2/+3 | |
2011-11-29 | Improve some of the debug help messages | Justin Clark-Casey (justincc) | 3 | -6/+6 | |
2011-11-29 | minor: remove mono compile warning, a Vector3 can never be null since it's a ↵ | Justin Clark-Casey (justincc) | 1 | -9/+6 | |
struct | |||||
2011-11-29 | tabulate "show caps" output for easier readability | Justin Clark-Casey (justincc) | 1 | -5/+10 | |
2011-11-29 | Correct mistake in "debug eq" help | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-29 | Add "debug http" command for currently simple extra debug logging of ↵ | Justin Clark-Casey (justincc) | 1 | -2/+24 | |
non-event queue inbound http requests to a simulator | |||||
2011-11-26 | Add missing property to llGetLinkPrimitiveParams | BlueWall | 2 | -0/+4 | |
2011-11-26 | When removing an LSL sensor for a script (e.g. through llResetScript() or ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
state change), don't also remove sensors for other scripts in the same prim. Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452 | |||||
2011-11-26 | minor: formatting changes in Scene.PacketHandlers.cs | Justin Clark-Casey (justincc) | 1 | -5/+5 | |
2011-11-26 | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-26 | Rip out unused Scene.HandleFetchInventoryDescendentsCAPS(). | Justin Clark-Casey (justincc) | 2 | -59/+0 | |
This has been handled by WebFetchInvDescHandler.Fetch() for some time. | |||||
2011-11-26 | Use the same web fetch handler for every request from every avatar, since it ↵ | Justin Clark-Casey (justincc) | 1 | -3/+11 | |
contains no instance code | |||||
2011-11-25 | Fix config so that you can have both WebFetchInventoryDescendents and ↵ | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
FetchInvnetoryDescendents2 caps active at once | |||||
2011-11-25 | Resolve error where an unknown asset type would cause the fetch inventory ↵ | Justin Clark-Casey (justincc) | 1 | -4/+1 | |
descendents cap to fail. Introduced just a few commits ago in 0688861 | |||||
2011-11-25 | Implement the FetchInventoryDescendents2 capability using the same code as ↵ | Justin Clark-Casey (justincc) | 1 | -17/+38 | |
WebFetchInventoryDescendents. Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers. | |||||
2011-11-25 | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 3 | -8/+8 | |
2011-11-25 | Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
conversion rather than the arrays in TaskInventoryItem | |||||
2011-11-25 | Fix WebFetchInventoryDescendents cap to use ↵ | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings These cover a wider range of types. | |||||
2011-11-24 | Remove bizarre call to PhysicsScene.Simulate(0) in ↵ | Justin Clark-Casey (justincc) | 1 | -4/+2 | |
Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either | |||||
2011-11-24 | When setting packet level logging via "debug packet", apply to all clients, ↵ | Justin Clark-Casey (justincc) | 2 | -21/+21 | |
not just root ones. Also adds scene name and client type (root|child) to logged information. |