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* Documenting some of the events on ↵SignpostMarv2012-09-111-0/+8
| | | | OpenSim.Region.Framework.Scenes.EventManager (OnFrame)
* passing in the function name to MOD_Api.ConvertFromLSL for more ↵SignpostMarv2012-09-101-4/+4
| | | | user-friendly error messages
* Adjust namespce of FlotsamCacheBlueWall2012-09-092-2/+1
| | | | Place FloatsamCache in the same namespace as our other core asset caches
* Revert "Move addin information to CoreModulePlugin.addin.xml"BlueWall2012-09-093-3/+6
| | | | | | This reverts commit 2ec34580ce3807cede97539488237040e1a8a6cc. Moving the attributes for mono addins back to the source file - this also fixes http://opensimulator.org/mantis/view.php?id=6278.
* implementing per-region configuration of limits on the number of prims one ↵SignpostMarv2012-09-093-1/+48
| | | | | | | | can have in a linkset Applied with changes - patch was based on a repo different from core Signed-off-by: Melanie <melanie@t-data.com>
* refactoring to allow Scene.GetLandData to accept Vector3 as an argument. ↵SignpostMarv2012-09-085-12/+22
| | | | Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-09-087-64/+528
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| * BulletSim: Add Bullet body and shape to BSPhysObject and renameRobert Adams2012-09-076-62/+505
| | | | | | | | | | | | | | | | | | 'Body' to 'BSBody' for disambiguation when reading code. Complete the API2 interface so nearly all methods on bullet classes are available to the managed code. The efficient single call simulation step is kept in place while all other creation/destruction/parameterization can be done in the managed code.
| * BulletSim: Add some comments (gasp) and log messages.Robert Adams2012-09-074-4/+13
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| * BulletSim: PhysicsActorType() now returns the correct value rather than ↵Robert Adams2012-09-072-2/+3
| | | | | | | | 'unknown'.
| * BulletSim: Modify collision flag calls to return the current flags.Robert Adams2012-09-072-7/+18
| | | | | | | | | | | | Track current collision flags in BSPrim. Add BulletSimAPI calls for saving and restoring rigidBodies using construction information structure.
* | 4096 is used in various places as the maximum height of a region, ↵SignpostMarv2012-09-083-3/+4
|/ | | | refactoring to be a constant
* Move addin attributes to RegionCombinerModule.addin.xmlBlueWall2012-09-072-3/+14
| | | | Will help in automation of setting version info for addin dependencies.
* Revert "Move addin information to RegionCombinerModule.addin.xml"BlueWall2012-09-072-15/+3
| | | | | This reverts commit ab446bc692782b75fd27105fc3370a16b4fc17d8. Need to look into this
* Move addin information to RegionCombinerModule.addin.xmlBlueWall2012-09-072-3/+15
| | | | Move addin information from attributes to RegionCombinerModule.addin.xml to aid in automation of addin dependency tracking.
* Move addin information to CoreModulePlugin.addin.xmlBlueWall2012-09-073-6/+3
| | | | Move the addin information from attributes in the source file to the CoreModulePlugin.xml, which is the standard. This will help us automate addin version dependency information when we make new OpenSim releases.
* Add warning chevrons around the GC.Collect added to Warp3DImageModule in ↵Justin Clark-Casey (justincc)2012-09-071-0/+4
| | | | | | | | commit 5eb2526 Manually calling GC.Collect() really shouldnt' be necessary and is generally regarded as a bad idea. A GC should occur anyway pretty shortly afterwards. However, can leave this in development code for now to see if it does actually make a significant difference rather than simply doing a GC a little earlier.
* Add missing DynamicTexture.cs file from last commitJustin Clark-Casey (justincc)2012-09-061-0/+61
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* If reusing dynamic textures, do not reuse small data length textures that ↵Justin Clark-Casey (justincc)2012-09-067-46/+181
| | | | | | | | | fall below current viewer discard level 2 thresholds. Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache. This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request. This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
* adding utility method for getting SceneObjectGroup from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* adding utility method for getting SceneObjectPart from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* pasting in show uptime codeSignpostMarv2012-09-061-0/+41
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2012-09-063-8/+62
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-09-061-1/+1
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| * | If the GetTexture capability receives a request for a range of data beyond ↵Justin Clark-Casey (justincc)2012-09-063-8/+62
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | that of an otherwise valid asset, return HTTP PartialContent rather than RequestedRangeNotSatisfiable. This is because recent viewers (3.2.1, 3.3.4) and probably earlier ones using the http GetTexture capability will sometimes make such invalid range requests. This appears to happen if the viewer's estimate of texture sizes at discard levels > 0 (chiefly 2) exceeds the total texture size. I believe this does not normally happen but can occur for dynamic textures with are large but mainly blank. If this happens, returning a RequestedRangeNotSatisfiable will cause the viewer to not render the texture at the final resolution. However, returning a PartialContent (or OK) even with 0 data will allow the viewer to render the final texture.
* | | 0006270: Warp3D leaks memory on mono based systemsBlueWall2012-09-061-1/+4
| |/ |/| | | | | Thanks Hiro Lecker for a patch to reduce memory useage with Warp3D map module
* | Enables cast from int to float for MOD* functions;Mic Bowman2012-09-051-1/+1
|/ | | | Thanks SignpostMarv!
* Bump master code up to 0.7.5 now that 0.7.4 is out.Justin Clark-Casey (justincc)2012-09-041-1/+1
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* wrapping attachment functions in a regionSignpostMarv2012-09-043-2/+4
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* Implementing functing to send messages directly to attachmentsSignpostMarv2012-09-044-0/+201
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* refactoring the grunt work of MessageObject into a private method with a ↵SignpostMarv2012-09-041-0/+5
| | | | UUID argument
* implementing a function to get the number of attachments wornSignpostMarv2012-09-043-0/+55
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* formattingSignpostMarv2012-09-041-6/+6
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* although the attachmentPoint argument is a uint, zero is not a valid ↵SignpostMarv2012-09-041-1/+4
| | | | attachment point
* Revert "made setting rotation match Second Life"Melanie2012-09-031-1/+32
| | | | | | | | | Second Life seems to have introduced a bug, as we have confirmation that SL behavior changed recently and changed in contradiction to their stated intention This appears to be another of the bugs SL is notorious for. Signpost and I have decided to back this out until SL's intention becomes clear. This reverts commit f7b88d1c40ba06c62491d8d32809fe6c1c4d360d.
* Revert "no need to assign rotation to a variable now"Melanie2012-09-031-1/+2
| | | | This reverts commit a3d140b57c5e2ae0f3334d59b82e116d40199b49.
* Revert "formatting"Melanie2012-09-031-2/+2
| | | | This reverts commit fb211c64fd9d335f4879549023870b1e28416f74.
* formattingSignpostMarv2012-09-031-2/+2
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* no need to assign rotation to a variable nowSignpostMarv2012-09-031-2/+1
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* made setting rotation match Second LifeSignpostMarv2012-09-031-32/+1
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* BulletSim: Update BulletSimAPI to match the DLL interface.Robert Adams2012-08-314-137/+231
| | | | | | | | Major rework of terrain management which finally makes mega-regions work. Update heightmap of terrain by rebuilding the terrain's body and shape. There is a problem with just replacing the shape so this workaround will do for the moment but it will need to be resolved for mesh and hull switching.
* BulletSim: clean up some variable naming for consistancy.Robert Adams2012-08-314-102/+183
| | | | | | | Update DLL API for new terrain and shape/body pattern methods. Terrain creation and modification uses new shape/body pattern. Move debug logging callback set to initialization call so logging is per physics engine.
* BulletSim: fix line endings.Robert Adams2012-08-311-22/+22
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* BulletSim: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-318-185/+597
| | | | | | | | | Moved all terrain code out of BSScene and into new BSTerrainManager. Added logic to manage multiple terrains for mega-regions. Added new functions to BulletSimAPI to match the library. Moved all of the terrain creation and setup logic from C++ code to C# code. The unused code has not yet been removed from either place. Soon. Moved checks for avatar above ground and in bounds into BSCharacter.
* BulletSim: unify physical objects under BSPhysObjects. Now BSScene and ↵Robert Adams2012-08-315-160/+200
| | | | BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
* BulletSim: add new interface for mesh, hull and terrain creation that will ↵Robert Adams2012-08-311-7/+20
| | | | move nearly all of the logic into the C# code.
* Type.Type is RuntimeTypeSignpostMarv2012-08-311-1/+1
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-08-311-1/+1
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| * Implementing a vastly simpler means of allowing region modules to access ↵SignpostMarv2012-08-311-1/+1
| | | | | | | | GetLinkParts than mantis 6236
* | formattingSignpostMarv2012-08-311-5/+5
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