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* * Another attempt to remedy the 'ghost prim' situation. This time for ↵Teravus Ovares2009-07-171-0/+3
| | | | attachments on teleport.
* * This should fix the phantom prim from attachments rezzing.Teravus Ovares2009-07-171-0/+3
| | | | | | * fixes mantis #3896 * fixes mantis #3898
* fixed the bug where changing the rotation of a selection of prims in a ↵MW2009-07-177-12/+103
| | | | | | | | | linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects). This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
* * Change the order of Update so Physics processes a frame before the scene ↵Teravus Ovares2009-07-172-54/+89
| | | | | | | | | | | | manipulates the physics Scene.cs * Remove the draconic locking around adding an avatar to the Scene * Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent. * Make the Set Appearance method use the proper 'remove from physics scene' method. * It *may* help border crossings. * It *may* help the 'on avatar rez' lag, that people have been seeing the past week. * It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
* Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker2009-07-161-4/+6
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* Allow OpenSim to run without script engines enabledMelanie Thielker2009-07-161-0/+5
| | | | | | Fixes Mantis #3893
* * Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares2009-07-162-3/+3
| | | | if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
* There was possible a locking issue in revision 9951 so reverting that ↵MW2009-07-161-18/+21
| | | | revision until further testing can be done.
* minor: remove some mono compiler warningsJustin Clarke Casey2009-07-156-11/+9
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* Bounding Box/find rez from inventory point code now seems to be working ↵MW2009-07-152-6/+24
| | | | | | | correctly. So next step is to clean up that code and wait for bug reports.
* Yet more work on fixing the boundingbox code.MW2009-07-151-11/+21
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* More fixing of the boundingbox code.MW2009-07-151-8/+9
| | | | | Still more work needed to get linksets to rezz correctly (not in the ground)
* A attemp to fix the boundingBox code that I committed the other day.MW2009-07-151-25/+174
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* Test commit to see if commit is working for me, as another core developer is ↵MW2009-07-151-1/+2
| | | | reporting problems.
* Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin2009-07-151-8/+78
| | | | | | | | | | | | | | | | | #2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
* A stab at implementing llSetDamage. Not persistent.Melanie Thielker2009-07-154-2/+22
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* Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker2009-07-141-6/+6
| | | | | | Fixes Mantis #3888
* Remove redundant distance limitaion in llRezAtRootMelanie Thielker2009-07-141-5/+0
| | | | | | Fixes Mantis #3887
* add a constructor overload and an AddPos method to SculptMeshDahlia Trimble2009-07-141-0/+33
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* A commit to retrigger pandaMW2009-07-131-1/+0
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* Changed it so that when rezzing prims from inventory, a bounding box ↵MW2009-07-133-3/+55
| | | | containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
* Attempt to make it so items rezzed from inventory aren't half in the ground ↵MW2009-07-132-3/+11
| | | | | | | or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims. This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
* Changed the DeRezObject event so it passes a list<uint> of localIDs in one ↵MW2009-07-122-2/+23
| | | | event trigger rather than triggering the event once for every localid in the derez packet.
* * Workaround for a bug in Vivox Server r2978, whereby ↵Adam Frisby2009-07-121-2/+18
| | | | channel-search.channels.count returns 0 instead of the actual channel count. Should not affect more recent versions of Vivox where this issue has been fixed.
* * More Vivox FiddlingAdam Frisby2009-07-121-1/+5
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* * Patch for previous revision.Adam Frisby2009-07-121-4/+1
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* * More VivoxModule debugging.Adam Frisby2009-07-121-2/+20
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* * Added some noisy debug information to VivoxModule to try debug why ↵Adam Frisby2009-07-121-2/+9
| | | | GetChannel fails on LBSA/Zaius Plaza.
* Formatting cleanup.Jeff Ames2009-07-112-12/+12
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* fixing addin.xmlDr Scofield2009-07-111-0/+1
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* fixing missing ReplacableInterfaceDr Scofield2009-07-111-2/+7
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* From: Dr Scofield <hud@zurich.ibm.com> & Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-07-111-0/+1301
| | | | | | | | | | | this commit finally adds the VivoxVoiceModule: it supports positional as well as conference call type voice (currently only per region server), region and parcel voice, speaker indication (LL client family), direct avtar-to-avatar voice chat. NOTE: you need to obtain an customer admin account from Vivox to be able to use this module --- DON'T ask me about how to about an admin account, i've NO clue, we just wrote this code.
* fixing warning re ReplacableInterface()Dr Scofield2009-07-111-1/+1
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* Some improvements to prim face numbering - only affects viewers using PrimMesherDahlia Trimble2009-07-111-11/+17
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* * Added a user friendly message to the sqlite regionsettings saver giving ↵Teravus Ovares2009-07-101-1/+1
| | | | | | | them troubleshooting options and telling them to restart the simulator. This situation, hopefully is temporary and generates an exception when sqlite users first start OpenSimulator because of an unexpected condition in the database layer. Restart and all is well. * Added a user friendly message to the 'No IInventoryService available' condition with troubleshooting options.
* Some module reshuffling, no user functionality yetMelanie Thielker2009-07-102-12/+31
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* Committing the interface change and the addition to the modules to getMelanie Thielker2009-07-1034-0/+180
| | | | | | the ball rolling on replacable modules. No user functionality yet
* * minor format changes and message additionsJustin Clarke Casey2009-07-101-3/+3
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* * minor: standardize some logging messagesJustin Clarke Casey2009-07-101-2/+1
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* Now we are past revision 10000, I think its time to start to fix that ↵MW2009-07-103-7/+7
| | | | massive bug that was introduced in revision 1. So here is the first part of that fix.
* Remove all references to HttpServer from CommsManager (all incarnations)Melanie Thielker2009-07-1032-83/+67
| | | | | | Change all uses of the HttpServer properties to use the new singleton
* * Commit some BinBVH rotation convenience. Calculates the W element of the ↵Teravus Ovares2009-07-101-0/+8
| | | | joint rotation quaternion and provides a property so consumer doesn't have to.
* Thank you kindly, Godfrey, for a patch that:Charles Krinke2009-07-091-2/+4
| | | | | | | | | | | The vector parameter to llSetPos() specifies an absolute position for an unlinked prim or the root prim of a linkset; however, when the function is used by a child prim, the vector specifies a relative offset from the root prim. The changed introduced in llSetPos() treats this value as an absolute position in all cases, which has the unintended effect of mangling the position of child prims.
* Thank you kindly, SnowDrop, for a patch that:Charles Krinke2009-07-081-3/+9
| | | | | | | | | | | | | This add a configuration option to the MRM module called "hidden". if MRM is marked as enabled, the module will additionally check for the "Hidden" flag, before registering for client side scriping events. When MRM is running hidden, it will not respond to client side scripting events, giving serverside scripting modules, like MRMLoader and MRMAddin the ability to leverage the MRM engine. This way, even a possible clientside exploit will not be possible, while still allowing the MRM engine to run.
* Thank you kindly, RandomHuman for a patch that:Charles Krinke2009-07-081-0/+31
| | | | | | | | | | | | | The admin_close_region method removes a region from the simulator without deleting it. The region can then be recreated by calling admin_create_region with the same UUID. There is also a change to admin_create_region to facilitate this.The reason I want to have this functionality is to make it possible to detach regions when they are idle and recreate them on demand through a web interface. It's probably doable using the existing methods by saving and loading oars, but it also doesn't seem like that should be necessary.
* Add DisableUndergroundMovement to scrpting API to allow underground movementMelanie Thielker2009-07-081-1/+3
| | | | | | | if needed. Defaults to true, so those who want to continue using underground scripted prims need to add that option and set it.
* Prevent scripts from moving prims undergroundMelanie Thielker2009-07-081-1/+4
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* Prevent teleports from ending undergroundMelanie Thielker2009-07-082-0/+52
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* Experimental fix for tilted avatar capsule, Mantis #2905nlin2009-07-082-7/+29
| | | | | | | | | | | | | | | | | | | | | | | Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
* Change fields and methods in LSL API from private to protected, make someMelanie Thielker2009-07-061-99/+104
| | | | | | methods virtual