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| * On receiving TaskInventoryAccepted with a destination folder in the binary ↵Justin Clark-Casey (justincc)2012-10-069-20/+76
| | | | | | | | | | | | | | | | | | | | | | bucket slot for RLV, notify the viewer about inventory folder updates. The viewer would not see the folder move without this, either on accept or decline. This commit also updates the TaskInventoryOffered message to better conform with the data LL uses Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail, message is just folder name in single quotes, message is not timestamped. However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side. Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
* | Add bool to TriggerSceneObjectPartUpdated where full = true indicates a full ↵Dan Lake2012-10-052-5/+5
| | | | | | | | update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
* | Trigger ObjectAddedToScene when loading objects from oarfile. Already ↵Dan Lake2012-10-051-1/+8
|/ | | | triggers when creating, duplicating or loading from database, incoming attachments, etc
* Fix bug in implementation of "show part pos" that would not filter probably.Justin Clark-Casey (justincc)2012-10-051-40/+25
| | | | Also refactors more of ObjectCommandsModule to remove duplicate code
* Add "show part pos" console command to match "show object pos"Justin Clark-Casey (justincc)2012-10-051-0/+72
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* refactor: eliminate some now duplicate code in ObjectCommandsModuleJustin Clark-Casey (justincc)2012-10-051-34/+25
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* Add "show object pos <start-coord> to <end-coord>" command to simulator console.Justin Clark-Casey (justincc)2012-10-051-0/+67
| | | | | | This allows you to display details of all objects in a given bounding box. Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30. See "help show object pos" for more details.
* minor: Add missing license information from the top of IUserManagementJustin Clark-Casey (justincc)2012-10-051-1/+28
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* Finally fix build break by allowing UserManagementModule (which constructs a ↵Justin Clark-Casey (justincc)2012-10-051-0/+1
| | | | | | packet directly) to reference OpenSim.Region.ClientStack.LindenUDP. This time I actually properly did a clean build
* Print number of objects found with "show object name" and "show part name" ↵Justin Clark-Casey (justincc)2012-10-051-12/+4
| | | | simulator console commands
* Forgot to actually remove the packetpool set code from scene.Justin Clark-Casey (justincc)2012-10-051-7/+0
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* Read PacketPool config in LLUDPServer with other config params rather than ↵Justin Clark-Casey (justincc)2012-10-051-0/+9
| | | | | | | in Scene. This is to resolve previous build break. This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
* refactor: Move OpenSim.Framework.PacketPool to ↵Justin Clark-Casey (justincc)2012-10-051-0/+249
| | | | | | | OpenSim.Region.Clientstack.Linden.UDP This is to allow it to use OpenSim.Framework.Monitoring in the future. This is also a better location since the packet pool is linden udp specific
* Allow default animation to be stopped to be replaced with another one.Melanie2012-10-042-16/+29
| | | | Fixes Mantis #6327
* Output monitor data in response to console command on MainConsole.Instance ↵Justin Clark-Casey (justincc)2012-10-041-2/+2
| | | | | | | rather than m_log This should really be happening for all console commands (though many don't). However, things might get difficult if both a console command and other code invoke the same paths.
* Add generic PercentageStat.Justin Clark-Casey (justincc)2012-10-041-1/+1
| | | | Not yet used.
* Add experimental "slow frames" stat, available in "show stats" and via the ↵Justin Clark-Casey (justincc)2012-10-041-0/+33
| | | | | | | | | monitoring module. This increments a SlowFrames counter if a frame takes over 120% of maximum time. This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic. This is more granualar than asking objects to create their own reports. At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
* Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
| | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
* Fix the use of the wrong index when locating the assets associatedMic Bowman2012-10-031-1/+2
| | | | | | | with wearables. The fact that this hasn't caused problems earlier suggests either that no one is using multiple layers of wearables or that this code is useless because the assets are coming in with the wearables request.
* Fix a viewer crash issueMelanie2012-10-031-1/+12
| | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
* I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus2012-10-031-1/+15
| | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
* Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-0214-308/+597
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| * correcting typoSignpostMarv2012-10-021-3/+3
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| * taking into account the recent introduction of implicit operatorsSignpostMarv2012-10-021-3/+1
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| * added perms checking, duplicated functionality to methods that do not ↵SignpostMarv2012-10-023-6/+86
| | | | | | | | require perms and have higher threat level
| * fixing copypastaSignpostMarv2012-10-021-1/+1
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| * implementing osDropAttachment & osDropAttachmentAtSignpostMarv2012-10-025-3/+72
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| * BulletSim: Make parameter value defaults match what should be the default ↵Robert Adams2012-10-022-14/+14
| | | | | | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes.
| * BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams2012-10-023-5/+64
| | | | | | | | children of BSPrim and BSCharacter.
| * BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams2012-10-021-4/+6
| | | | | | | | type changed.
| * BulletSim: Fix linkset problem where delayed manipulations of child objects ↵Robert Adams2012-10-021-10/+8
| | | | | | | | was using the child shape address at call time rather than the one created at taint time.
| * BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵Robert Adams2012-10-021-39/+57
| | | | | | | | no lag between what the vehicle code sees and what the physics engine is using.
| * Add Flush() method to LogWriter. Also correct line endings to Linux form.Robert Adams2012-10-021-161/+170
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| * BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams2012-10-021-1/+1
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| * BulletSim: impliment FloatOnWater OS function.Robert Adams2012-10-023-22/+104
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| * Correct my name in CONTRIBUTORS.txtRobert Adams2012-10-021-35/+16
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| * BulletSim: remove warnings for unused variables.Robert Adams2012-10-023-14/+7
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* | Attempt to fix Mantis #6311. Honor a destination folder if one is givenMelanie2012-10-021-0/+39
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* Add money event routing to the script engine.Melanie2012-10-021-0/+3
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* Send money() events to the clicked prim. Reverting a change I made over a ↵Melanie2012-10-021-1/+1
| | | | year ago.
* Prevent the ExtraSettings code from crashing SQLite driven sims.Melanie2012-10-021-0/+6
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* Add using clause I missedMelanie2012-09-301-0/+1
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* Allow up to 12 simultaneous connections to a given endpoint rather than 2Melanie2012-09-301-0/+1
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* Revert "Added request.Proxy=null everywhere, as discussed in ↵Diva Canto2012-09-3011-17/+6
| | | | | | | | http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow." But the patch is here, in case anyone wants to try it. This reverts commit 531edd51d82ecd6a842a2611c99e9919634491ef.
* Added request.Proxy=null everywhere, as discussed in ↵Diva Canto2012-09-3011-6/+17
| | | | | | http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow. Thanks R.Gunther (rigun@rigutech.nl) https://lists.berlios.de/pipermail/opensim-users/2012-September/010986.html
* Fire EventManager.TriggerOnAttach (and hence LSL attach event) when an ↵Justin Clark-Casey (justincc)2012-09-292-14/+18
| | | | | | | object is attached from the scene. Enables previously disabled regression test. Based on SingpostMarv's patch in http://opensimulator.org/mantis/view.php?id=6302 but I prefer a simpler approach that does not expose a resume scripts option right now.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-09-2913-1372/+2150
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| * BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams2012-09-282-16/+16
| | | | | | | | destroyed. This fixes many problems with physical linksets.
| * BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams2012-09-273-80/+93
| | | | | | | | keep the creation of constraints separate from runtime.