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2012-02-28A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov1-67/+50
2012-02-28Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie1-1/+5
when fixed right.
2012-02-27 Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2-5/+10
Removed also LOD, and outerskin on colision meshs.
2012-02-27Fix vehicles going physical stopping llTargetOmega parts (boat radar)Melanie1-3/+5
2012-02-27Fix NPC appearance setting to include attachments againMelanie1-1/+4
2012-02-27 update ubitODE to my current working stateUbitUmarov4-568/+378
2012-02-26Make llSetKeyframedMotion prims waut at the borders of down sims and try againMelanie2-0/+18
periodically.
2012-02-26added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2-3/+41
data.
2012-02-26Move KeyframeMotion from SOG to SOP because we can't persist it anyMelanie8-41/+75
other way because SOG doesn't technically exist in the DB
2012-02-26Implement proper selection behaviorMelanie3-2/+37
2012-02-26Implement KeyframedMotion selection behaviorMelanie3-2/+37
2012-02-26Fix deserialization of Buoyancy, Force and Torque. Remove debug from the newMelanie5-11/+9
code.
2012-02-26Fix an infinite recursion caused by checking the wrong values forMelanie1-24/+27
Buoyancy, Force and Torque
2012-02-26Serialize Keyframe motion for region crossingsMelanie4-4/+96
2012-02-26Zero force and torque on take so that items don't run away when rezzedMelanie1-0/+2
2012-02-26Implement llSetKeyframedMotion. No persistence, no region crossing. Yet.Melanie9-2/+493
2012-02-25 changed SOP Force and Torque, adding XML (de/)serialization, also changed ↵UbitUmarov3-35/+98
Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
2012-02-25Delay the sending of the initial werables update until the inventory andMelanie2-8/+12
VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on login
2012-02-24 replace bad meshs by a small cube and log it.UbitUmarov1-5/+21
2012-02-24Try not to send the avatar updates on login. This may mean loggin in withMelanie1-1/+2
invisible attachments again but could help the appearance issues.
2012-02-24 stop using useless geom tricallback.UbitUmarov1-1/+2
2012-02-24Add a cache on GridService requestsMelanie1-0/+10
2012-02-23Prevent a nullref when nonphysical motion objects cross sim boundariesMelanie1-1/+1
2012-02-23Partially apply the core banlines fixMelanie2-6/+9
2012-02-23Try to resolve some problems with viewers crashing after hitting parcel ↵Justin Clark-Casey (justincc)3-16/+41
banlines or freezing on the banline. This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
2012-02-23Correct sit position calculationsMelanie1-2/+2
2012-02-23Fix preserving the animation state of a crossing seated avatarMelanie1-2/+10
2012-02-23Properly sequence updates of avatars and attachments so that we don'tMelanie2-0/+11
update attachments on child avatars or intermingle agent and attachment updates, which would render the root prim of huds invisible
2012-02-23Show avatars as sitting on proot prims only to avoid motion jitterMelanie1-5/+31
for passengers
2012-02-23Add a position parameter to region crossing of objects. This avoids theMelanie8-18/+25
potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high.
2012-02-23 fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov1-1/+3
map position. It was apparently needed to fix we having nsamples = size and not size + 1.
2012-02-23 fix my bug on ChODE terrain heightmap buildUbitUmarov1-3/+3
2012-02-23Add permission checks to scripted object movements, which didn't respect bansMelanie3-1/+59
and parcel settings until now. Add llSetRegionPos() function according to LL spec
2012-02-22Count agents for LSL instead of relying on SceneGraph to have the correctMelanie1-1/+7
value. Fixes a reported glitch.
2012-02-22Adjust sit target and the llSetLinkPrimitiveParams sit position hackMelanie2-16/+68
to match SL.
2012-02-22Remove two spurious m_sceneGraph != null checks in Scene.cs. It's set in ↵Justin Clark-Casey (justincc)1-8/+2
constructor and never subsequent set to null.
2012-02-21Restore the taskItem null check that I accidentally blatted in 5397a6dJustin Clark-Casey (justincc)1-0/+9
This is a valid check because the caller could supply an invalid uuid.
2012-02-21Fix:LINK_ROOT flag for llGetLinkName() by SinglePrimPixelTomsen1-1/+1
2012-02-21Fix problem with dragging child part inventory item to user inventory.Justin Clark-Casey (justincc)2-30/+4
This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller. Resolves http://opensimulator.org/mantis/view.php?id=5569
2012-02-21Revert "Fix:Cannot drag inventory from child prim into inventory ↵Justin Clark-Casey (justincc)1-8/+4
http://opensimulator.org/mantis/view.php?id=5569" This reverts commit 15ce73caca9ea6448e34b95d344cbbf5c9507f6d. As per the COMMENTS in http://opensimulator.org/mantis/view.php?id=5569, I was going to fix this in a more general way.
2012-02-21Fix:Cannot drag inventory from child prim into inventory ↵PixelTomsen1-4/+8
http://opensimulator.org/mantis/view.php?id=5569
2012-02-21Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie1-4/+4
irreversible y-flip and holes in the map.
2012-02-21Also preserve angular velocity on crossing.Melanie1-0/+3
2012-02-21Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)1-0/+3
This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
2012-02-21Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)9-14/+51
2012-02-21Fix bug where NPCs would establish child agents on other neighbour regions ↵Justin Clark-Casey (justincc)1-15/+14
that had come up after the NPC was created.
2012-02-21Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)5-1001/+0
In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
2012-02-20Amend to last commit: synchronize access to queues.Diva Canto1-2/+5
2012-02-20More improvements on agent position updates: if the target sims fail, ↵Diva Canto2-11/+16
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
2012-02-20Make vehicles retain velocity when crossing between regions.Melanie1-0/+4