| Commit message (Collapse) | Author | Files | Lines |
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Check for the case where the fetched mesh asset fails meshing (degenerate
triangles or no physical mesh). In this case, the asset is marked 'failed'
and BulletSim doesn't keep trying to fetch over-and-over trying to get a
good asset.
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in a linkset.
llGetPrimitiveParams() works through PRIM_LINK_TARGET
Setting via llSetLinkPrimitiveParams(), etc. not yet implemented
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This tells the viewer to enable the UI for export permissions.
WARNING: If your inventory store contains invalid flags data, this will result
in items becoming exportable! Don't turn this on in production until it's complete!
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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arithmetic to compute the shortest path between the current tilt
and vertical.
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requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
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hull count for simple (non-cut prims) meshes.
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in statistics for monitoring/debugging purposes
These are recorded as 'entitytransfer' stats as seen by the "show stats entitytransfer" console command.
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currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
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This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
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on different simulators work.
Also resolves an issue of multiple chatting if the originating simulators had more than one region and they were neighbours
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commit 7471bc7
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simultaneously logged out then do not continue.
This aims to reduce any side effects if the process tries to complete after the client has logged back in (e.g. it was delayed due to a slow destination region response).
This introduces a new Aborting entity transfer state which signals that the teleport should be stopped but no compensating actions performed.
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neighbouring regions are in range.
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TeleportFinish in order to avoid a theoretical race condition when teleporting to a neighbour.
If we do this after TeleportFinish, then it's possible for a neighbour destination to request the source to create a child agent whilst its still treated as root.
This closes the original presence which we don't really want to do.
This is probably okay (albeit with warnings on the console) but afaics there's no reason not to move the child agent signal.
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completion just to be sure we're not using a thread cached version.
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accidentally left on a few commits ago.
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running regression tests (fire and forget calls launched on the same thread).
Also adds code comments as to why this pause exists.
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viewer couldn't/didn't connect with destination or if destination didn't signal teleport completion.
Also adds regression test for the case where the viewer couldn't connect with the destination region.
Also refactoring of regression test support code associated with entity transfer in order to make this test possible and the code less obscure.
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to fix viewer 3 issues if its own rezzing actions on login collide with the simulator side actions.
This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar.
This doesn't affect version 1 viewers since this delay is shorter than the login delay.
This doesn't increase the login time since this part of the process was already being performed asynchronously.
This may be a temporary solution.
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21:38:00 2013)
This break was not connected with the recent attachment code changes.
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Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region.
For some reason, sending updates before this will not have this effect.
This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
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seem to be lots of sculpties with this problem while the condition really doesn't
change region operation.
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AvatarAppearance
It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID).
However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there.
This commit requires both simulator and service to be updated.
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around the world, change LogWriter to use DateTime.UtcNow rather than
DateTime.Now.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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contact processing threshold for static object as well as mesh terrain.
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whether a worn object needs to displace an existing attachment on the same point if we are not using multi-attach.
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Conflicts:
OpenSim/Framework/AvatarAppearance.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.
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already occupied did not remove the previous attachment (current behaviour)
Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013)
Added regression test for this case.
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Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis)
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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they have different memory management.
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VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Clean up some parameter code in Statistics.Binary.
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by DAExampleModule when instantiating a dynamc object.
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necessary to get attributes to save (though this probably happens anyway due to the prim move)
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GetLinkEntity() method
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simulator logs, for debug purposes
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is not in the scene.
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osNpcGetRot()
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misidentified for moving prims.
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having to continually take intermediate Vector3s to avoid race conditions
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