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2011-10-25MergeMelanie2-3/+1
2011-10-25Fix ground sit autopilotMelanie2-9/+19
2011-10-24Fake an AgentCircuitData if none is available rather than crashing outMelanie1-2/+24
2011-10-21Allow updating the movement animation while flying. This fixes falling,Melanie1-20/+6
splatting and ground sit. Walking to a ground sit still doesn't work.
2011-10-21very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)1-5/+3
2011-10-20Fix up the animator and ScenePresence to like each other againMelanie2-7/+24
2011-10-20remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)1-3/+0
2011-10-20Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)3-25/+32
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
2011-10-20Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵Justin Clark-Casey (justincc)1-12/+4
Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
2011-10-20For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2-13/+5
2011-10-19Change wording on asset requests.Justin Clark-Casey (justincc)1-2/+2
Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
2011-10-19Removed redundant NotInTransit function from ScenePresence. ↵Dan Lake1-5/+0
IsInTransit=false does the same thing and NotInTransit was not used anywhere.
2011-10-19Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake5-318/+318
endings from previous commit.
2011-10-19Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake9-344/+319
scene presence by client ID.
2011-10-19Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)2-72/+100
a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
2011-10-19Add "scripts stop" and "scripts start" console commands.Justin Clark-Casey (justincc)1-2/+48
These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing.
2011-10-19minor: improve command help on scripts suspend/resumeJustin Clark-Casey (justincc)1-2/+5
2011-10-19Fix resume scripts.Justin Clark-Casey (justincc)2-9/+33
On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race
2011-10-19Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2-3/+53
These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself.
2011-10-19on log and "show scripts" messages, show script item UUID rather than asset UUIDJustin Clark-Casey (justincc)1-4/+4
The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
2011-10-19add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)3-7/+31
2011-10-19Add "show scripts" command to show all scripts currently known to the script ↵Justin Clark-Casey (justincc)2-2/+28
engine in the current region. Also added synonym of "scripts show"
2011-10-19Add option to allow remote http calls to setpassword in the ↵Justin Clark-Casey (justincc)2-23/+46
AuthenticationService. This is switched on by setting AllowSetPassword = true in the [AuthenticationService] section of Robust.ini or Robust.HG.ini Default is false as before.
2011-10-19Slightly change log message in LoadRegionsPluginJustin Clark-Casey (justincc)1-1/+1
2011-10-19Region-UUID - can not be zero-uuidPixel Tomsen1-1/+13
http://opensimulator.org/mantis/view.php?id=3426
2011-10-19Make ScopeID optional for http GetAccount and GetAccountsJustin Clark-Casey (justincc)1-11/+6
If not specified then it assumes UUID.Zero. as occurs elsewhere in the codebase
2011-10-19Make PrincipalID a synonym for UserID in GetUserAccountJustin Clark-Casey (justincc)1-0/+6
2011-10-19Get new NewUser and SetUserAccount calls to accept PrincipalID instead of ↵Justin Clark-Casey (justincc)1-3/+3
UserID for consistency with output
2011-10-19Allow an http call to set account details if AllowSetAccount = true in ↵Justin Clark-Casey (justincc)1-3/+59
[UserAccountService]. As before, default is false to not allow these calls.
2011-10-18Provide an option to allow remote calls to the CreateUser method on the ↵Justin Clark-Casey (justincc)3-7/+73
UserAccountService Default is false, as before. Enabling AllowCreateUser in [UserAccountService] for ROBUST allows avatars to be created via an http call, with viewer 2 appropriate bits and pieces. Only Ruths can be created at present. Please don't rely on the config since at some point CreateUser will be moved to a separate co-ordinating service.
2011-10-18Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)1-0/+6
2011-10-18Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2-2/+10
2011-10-18Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)1-16/+13
no contention until the object is constructed.
2011-10-18Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)1-18/+13
This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
2011-10-18minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2-1/+3
2011-10-18Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)4-97/+81
Despite its name, this wasn't actually being used in any collision checking
2011-10-17Allow an avatar to be explicitly named to the "debug packet" commandJustin Clark-Casey (justincc)2-6/+11
2011-10-17refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)6-28/+16
without a getter
2011-10-17Add avatar names to debug packet outputJustin Clark-Casey (justincc)1-2/+2
2011-10-17refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)3-11/+10
GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-17rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)1-1/+1
understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
2011-10-17Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)6-2/+48
Allows you to stand an NPC that has sat.
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)10-5/+75
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-16Bug fix on the bug fix on UserAccountService.csDiva Canto1-1/+0
2011-10-15Guard HGAssetService against uninitialized variables and null arguments.Diva Canto1-0/+3
2011-10-15improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)1-4/+4
this is really just to trigger panda.
2011-10-15move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)6-17/+8
the others
2011-10-15fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)7-48/+23
done for most other scene config params
2011-10-15remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)3-7/+7
2011-10-15Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)2-1/+12
to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously.