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2010-04-08Backported GetTextureModule and IAssetService.GetCached()John Hurliman1-0/+5
2010-04-08* Adds IAssetService.GetCached() to allow asset fetching from the local ↵John Hurliman1-0/+5
cache only * Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer * Sanity check for null reference in LLClientView.RefreshGroupMembership()
2009-11-12Rename test services to mock services, since this is a more accurate descriptionJustin Clark-Casey (justincc)1-3/+3
remove duplicate mock inventory service
2009-11-12Stop iar save failing on corrupt assetsJustin Clark-Casey (justincc)1-0/+8
Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail
2009-11-11Add basic new uuid gatherer tests to check behaviour when the gather seed is ↵Justin Clark-Casey (justincc)1-3/+8
a missing asset
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-08-14Re-enable TestSaveIarV0_1()Justin Clark-Casey (justincc)1-3/+11
Implement more parts of TestAssetService
2009-08-11* Improves SceneSetupHelper to allow the tester to choose a real or mock, ↵Arthur Valadares1-2/+7
inventory and asset, service modules. The boolean startServices was replaced with realServices string. If the string contains the word asset, it will start a real asset module, if it contains inventory, it starts a real inventory. Otherwise, it use mock (NullPlugin-like) objects, for tests that don't really need functionality. * SetupScene is now actually sharing the asset and inventory modules if the tester wishes to have multiple regions connected. To link regions, just start SetupScene with the same CommunicationManager for all scenes. SceneSetupHelper will hold a static reference to the modules and won't initialize them again, just run the scenes through the modules AddRegion, RegionLoaded and PostInitialize. * With the recent changes, both asset and inventory (and in the future, user) services should always be asked from the scene, not instantiated alone. The tests should reflect this new behavior and always start a scene.
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-17Update svn properties.Jeff Ames1-77/+77
2009-05-13* Added some more tests to the GetAssetStreamHandlerslbsa711-64/+78
2008-12-15* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey1-2/+2
* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to. * Thanks Gerhard
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-1/+0
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-06-26Separate POS classes into mutiple files.Jeff Ames1-715/+0
2008-06-25More svn properties. Minor cleanup in POS.Jeff Ames1-32/+47
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares1-0/+8
2008-05-16Formatting cleanup.Jeff Ames1-3/+3
2008-05-14* Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares1-1/+2
of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-2/+2
not the attachment.
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-0/+24
* Nothing user facing yet.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-0/+11
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+6
* It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
2008-03-18Formatting cleanup.Jeff Ames1-31/+30
2008-03-10ODEPluginTeravus Ovares1-0/+10
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares1-0/+17
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+16
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-0/+10
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+10
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-9/+9
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+8
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-0/+10
(though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+3
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+21
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-12* Added some of the finer control points to POS such asTeravus Ovares1-0/+7
** jumping ** crouching ** landing on prim
2007-12-27* Optimized usingslbsa711-33/+51
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-0/+36
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
2007-12-19Misc. cleanup:Jeff Ames1-4/+3
* added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers
2007-12-12* Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares1-1/+4
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames1-1/+1
notice of doom
2007-11-20per chi11ken: adding check for out-of-bounds avatars in POSBrian McBee1-0/+18
2007-11-20New improved POS! With slippery avatars and extra calculations.Brian McBee1-0/+10
2007-11-20fixed array range out of bounds exception and reference invalidation under ↵Jeff Ames1-21/+26
load in POS
2007-11-20Reverting my POS changes. I need to think this through a bit more.Brian McBee1-14/+14
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-0/+3
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-20POS physics. tweaking stair-climbing which broke with my last changeBrian McBee1-12/+14
2007-11-20POS physics: removed "stickiness" from avatars so they can slide along ↵Brian McBee1-10/+8
surfaces instead of sticking to them.
2007-11-19fixed POS rotation with certain anglesJeff Ames1-4/+4
2007-11-19added rotation support to POSJeff Ames1-4/+8
2007-11-18flying in POS should be a bit smootherJeff Ames1-4/+15