Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Merge branch 'avination' | Melanie | 2012-05-29 | 7 | -252/+245 |
|\ | |||||
| * | fix avatars collisions on sim crossings and other few cases where ↵ | UbitUmarov | 2012-05-28 | 1 | -2/+1 |
| | | | | | | | | freemove() is called | ||||
| * | a bit cleaner code (?) on sculpts/meshs meshing checking | UbitUmarov | 2012-05-28 | 1 | -7/+6 |
| | | |||||
| * | let meshs work indenpendently of mesh_sculpted_prim config option | UbitUmarov | 2012-05-28 | 1 | -29/+25 |
| | | |||||
| * | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-05-28 | 2 | -180/+103 |
| |\ | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.cs | ||||
| | * | Place the return back into collision sounds. | Melanie | 2012-05-28 | 1 | -0/+4 |
| | | | |||||
| | * | If a region is not found on a simulator, make the health query return | Melanie | 2012-05-28 | 1 | -4/+13 |
| | | | | | | | | | | | | | | | | | | 0 to indicate it's still starting rather than an error. There are other methods that can discover the presence of a region and slow starting regions may cause the watchdog to kill them while they start, | ||||
| | * | Merge branch 'ubitwork' into avination | Melanie | 2012-05-28 | 4 | -38/+110 |
| | |\ | |||||
| | * | | Modify SceneManeger to use a DoubleDictionary and work without locks. | Melanie | 2012-05-28 | 1 | -176/+90 |
| | | | | | | | | | | | | | | | | | | | | Changes to the scenes dictionary are exceedingly rare and using atomic operations makes the chance of collisions nearly nil in any case. | ||||
| * | | | disable collision sounds for now | UbitUmarov | 2012-05-28 | 1 | -2/+8 |
| | | | | |||||
| * | | | revert making sculpts phanton if sculpt meshing option is off | UbitUmarov | 2012-05-28 | 1 | -2/+0 |
| | |/ | |/| | |||||
| * | | Let OOB information usable outside ubitode | UbitUmarov | 2012-05-27 | 3 | -29/+33 |
| | | | |||||
| * | | also don't collide sculps or meshs if meshing is OFF | UbitUmarov | 2012-05-21 | 1 | -0/+2 |
| | | | |||||
| * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-05-21 | 2 | -2/+2 |
| |\ \ | | |/ | |||||
| * | | try to let avas climb higher steps. Will only work in some cases, may have ↵ | UbitUmarov | 2012-05-21 | 2 | -9/+75 |
| | | | | | | | | | | | | bad effects, so needs some more testing | ||||
* | | | Merge branch 'avination' into careminster | Melanie | 2012-05-27 | 8 | -345/+564 |
|\ \ \ | | |/ | |/| | |||||
| * | | Merge branch 'ubitwork' into avination | Melanie | 2012-05-21 | 7 | -328/+562 |
| |\ \ | | |/ | |||||
| | * | missing update script events call | UbitUmarov | 2012-05-20 | 1 | -1/+12 |
| | | | |||||
| | * | minor changes | UbitUmarov | 2012-05-20 | 3 | -32/+24 |
| | | | |||||
| | * | fix m_sitAvatarHeight to be half size.z, reduced default to a more ↵ | UbitUmarov | 2012-05-19 | 1 | -1/+1 |
| | | | | | | | | | | | | resonable value ( 1m); | ||||
| | * | reduce useless waste of cpu. Make character collision events be done ↵ | UbitUmarov | 2012-05-19 | 4 | -126/+148 |
| | | | | | | | | | | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added) | ||||
| | * | a bit faster collision sound type verification plus a few fixes/changes | UbitUmarov | 2012-05-19 | 2 | -53/+100 |
| | | | |||||
| | * | temp work: sounds simetric acording to materials, still 'window close' test ↵ | UbitUmarov | 2012-05-19 | 1 | -30/+98 |
| | | | | | | | | | | | | sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids | ||||
| | * | modulate collision sound intensity with collision relative velocity for ↵ | UbitUmarov | 2012-05-19 | 2 | -46/+89 |
| | | | | | | | | | | | | parts also | ||||
| | * | modulate collision sounds intensity with relative collision speed | UbitUmarov | 2012-05-19 | 2 | -81/+120 |
| | | | |||||
| | * | fix character IsPhysical | UbitUmarov | 2012-05-19 | 1 | -1/+1 |
| | | | |||||
| | * | add colliders relative velocity projected in collision direction to ↵ | UbitUmarov | 2012-05-19 | 3 | -1/+13 |
| | | | | | | | | | | | | collisions report information. | ||||
| * | | Fix setting positions of attachments. The recent security fix regarding | Melanie | 2012-05-19 | 1 | -1/+1 |
| | | | | | | | | | | | | prim entry messed it up. | ||||
| * | | Merge branch 'ubitwork' into avination | Melanie | 2012-05-17 | 1 | -28/+9 |
| |\ \ | | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.cs | ||||
| | * | removed redundant colision sounds. Temporary muted sounds ( returns at top ↵ | UbitUmarov | 2012-05-17 | 1 | -28/+13 |
| | | | | | | | | | | | | of funtions ). | ||||
| * | | Temprorarily disable collision sounds until we have some sound bites | Melanie | 2012-05-17 | 1 | -1/+5 |
| |/ | |||||
* | | Merge branch 'master' into careminster | Melanie | 2012-05-27 | 53 | -939/+2335 |
|\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | ||||
| * | | minor: code formatting from 0b72f773 | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -12/+11 |
| | | | |||||
| * | | Mantis 6025 llRequestPermissions auto grant for NPCs. | Talun | 2012-05-26 | 1 | -1/+23 |
| | | | | | | | | | | | | | | | | | | If the script requesting permissions is owned by either the NPC or the NPCs owner (if the NPC is created as owned) then grant any permissions automatically. | ||||
| * | | If restating a region, clean up the physics scene after the main scene has ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -4/+4 |
| | | | | | | | | | | | | | | | | | | | | | | | | been closed not before. If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed. Bullet plugin does nothing on Dispose() However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas. | ||||
| * | | One can now get hyoergrid region co-ordinates with llRequestSimulatorData | Blake.Bourque | 2012-05-26 | 1 | -5/+21 |
| | | | |||||
| * | | Use GetInventoryItem() in LSL_Api.InventoryKey(string name, int type). | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -17/+7 |
| | | | | | | | | | | | | Also removes small bug where calling this method would add 1 to LPS, evne though all callers already did this. | ||||
| * | | Use SceneObjectPartInventory.GetInventoryItem() in OSSL.AvatarStopAnimation ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -14/+12 |
| | | | | | | | | | | | | instead of searching the task inventory manually. | ||||
| * | | refactor: replace LSL_Api.InventoryKey(string) largely with ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 3 | -45/+42 |
| | | | | | | | | | | | | | | | | | | SceneObjectPartInventory.GetInventoryItem(string) Also gets llStopAnimation() to call KeyOrName rather than duplicating logic. | ||||
| * | | Mantis 6028 osAvatarStopAnimation not stopping animations via UUID | Talun | 2012-05-25 | 1 | -7/+11 |
| | | | | | | | | | | | | | | | Corrected to stop animations using the animation UUID similar to llStopAnimation. See http://opensimulator.org/wiki/OsAvatarStopAnimation | ||||
| * | | Resolve some mono compiler warnings. | Justin Clark-Casey (justincc) | 2012-05-25 | 9 | -26/+33 |
| | | | |||||
| * | | on agent cross, remove from physics scene after its been placed in transit, ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -3/+7 |
| | | | | | | | | | | | | not before. | ||||
| * | | refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -90/+92 |
| | | | | | | | | | | | | return earlier to simplify method | ||||
| * | | Remove a call stack debugging line accidentally left in from a few days ago ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -2/+0 |
| | | | | | | | | | | | | at SceneObjectPartInventory.ApplyNextOwnerPermissions(). | ||||
| * | | Fix bug where a failed QueryAccess to a remove region would always have the ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 2 | -15/+21 |
| | | | | | | | | | | | | reason "Communications failure" no matter what the destination region actually returned | ||||
| * | | Stop it being possible for an agent to teleport back to its source region ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 3 | -28/+169 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | before the source region has finished cleaning up old agent data and structures. If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states. To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp). This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up. Tested on standalone, grid and with v1 and v3 clients. | ||||
| * | | In remote QueryAccess, also receive the actual status (true|false) instead ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 2 | -2/+9 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | of always true no matter what the callee actually returned. This was due to two things 1) SimulationServiceConnector.QueryAccess was always looking to the outer result["success"]. But if a "_Result" map is returned (which is certainly the case right now), then the true success is _Result["success"], result["success"] is always true no matter what 2) If QueryAccess was false at the destination, then AgentHandlers.DoQueryAccess() was never putting this in the result. The default action of SerializeJsonString() is not to put false booleans in the JSON!!!, so this has to be explicitly set. | ||||
| * | | Don't actually proceed on a within-region teleport if another is already ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -0/+2 |
| | | | | | | | | | | | | | | | | | | taking place, rather than just (falsely) logging that we're not going to proceed. An oversight from recent commit 9ab0c81 | ||||
| * | | On inter-region teleport, only stand the avatar up if the QueryAccess call ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -7/+7 |
| | | | | | | | | | | | | to the destination scene actually succeeds. | ||||
| * | | Now that the EntityTransferModule is per-region, fetch the event queue ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -18/+22 |
| | | | | | | | | | | | | module once rather than repeatedly via scene presences |