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* BulletSim: fix problem where pre-step actions would not replacedRobert Adams2013-01-041-0/+4
| | | | by new registrations thus causing multiple instances of an action.
* BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams2013-01-044-50/+73
| | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
* Set default particle burst count to 1 instead of 0 in any set particle ↵Justin Clark-Casey (justincc)2013-01-041-3/+3
| | | | | | system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353
* Fix build break caused by missing ) from dce2809.Justin Clark-Casey (justincc)2013-01-041-1/+1
| | | | Was hand-typing in a line of code I had tested before but not retested this time
* Automatically grant sit-related llRequestPermissions() for subsequent ↵Justin Clark-Casey (justincc)2013-01-041-15/+1
| | | | | | avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog. Resolves http://opensimulator.org/mantis/view.php?id=6478
* refactor: simplify llGetNumberOfPrims() to return prim count + sitting ↵Justin Clark-Casey (justincc)2013-01-041-7/+1
| | | | avatar count rather than independently inspecting every scene presence
* Fix llGetLinkName() to return the name of the last avatar sat as the last ↵Justin Clark-Casey (justincc)2013-01-041-41/+35
| | | | | | link number. As per http://wiki.secondlife.com/wiki/LlGetLinkName
* Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)2013-01-043-63/+99
| | | | | | | | As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
* minor: Add some doc to the extremely unhelpful 'fudge....' comment as to why ↵Justin Clark-Casey (justincc)2013-01-031-1/+4
| | | | we're deselecting the prim in code before scheduling an update on attachment
* Fix problem where object attached from ground often does not get attached ↵Justin Clark-Casey (justincc)2013-01-031-9/+1
| | | | | | | | properly. It seems this is happening because we send a kill for objects that are selected when attached. A code comment says that this is to get the client to deselect it, but v3 and v1 clients do this just fine without the kill. Aims to address http://opensimulator.org/mantis/view.php?id=6456
* Scipt modules get the OpenMetaverse types, so lists passed as arguments to ↵SignpostMarv2013-01-031-2/+27
| | | | script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.
* Improving documentation of AttachToAvatar and GetLine methods in LSL_Api.cs ↵SignpostMarv2013-01-031-8/+15
| | | | based on doxygen error output
* updating documentation in SampleMoneyModule based on doxygen error log ↵SignpostMarv2013-01-031-6/+8
| | | | output; changing an xml-style hint to a uri-style hint in the class summary, improving documentation of Initialise method and removing a superfluous parameter, improving documentating of ClientClosed method and documenting an omitted parameter
* minor: Change channel digger replacement message in TerrainModule to Info ↵Justin Clark-Casey (justincc)2013-01-031-1/+1
| | | | | | from Warn. This is to stop this unnecessarily triggering log analysis code which reports warn and error level statements.
* Allow registering regions whose names are equivalent under LIKE but not ↵Oren Hurvitz2013-01-023-8/+19
| | | | truly equal
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-025-61/+37
| | | | inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
* Fixed: the AvatarEnteringNewParcel event wasn't triggered in some casesOren Hurvitz2013-01-021-0/+6
| | | | If an avatar moved between regions: A -> B -> A, then when returning to region A the AvatarEnteringNewParcel wasn't triggered. This happened because the ScenePresence in region A still remembered its previous 'currentParcelUUID', so it appeared as if the avatar didn't change parcels. Now, however, when a ScenePresence becomes a child presence we clear its 'currentParcelUUID'.
* Added locking in NullRegionData.Oren Hurvitz2013-01-021-20/+44
| | | | This prevents errors when one thread iterates over the regions (e.g., from RegenerateMaptileAndReregister()) while another thread is adding a region.
* Fix indenting on ConsoleDisplayTable, align indenting on "show animations" ↵Justin Clark-Casey (justincc)2013-01-022-3/+4
| | | | console command
* minor: minor code and log formatting fixes to recent changes in ↵Justin Clark-Casey (justincc)2013-01-021-5/+6
| | | | LandManagementModule
* Changed locks to prevent deadlocks (especially during multi-region Load OAR)Oren Hurvitz2013-01-023-39/+61
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* If Save OAR/IAR times-out while waiting for assets then notify the caller ↵Oren Hurvitz2013-01-024-26/+37
| | | | that the operation failed
* minor: Allow objects to be added directly to a row on a ConsoleDisplayTable ↵Justin Clark-Casey (justincc)2013-01-022-2/+2
| | | | rather than having to ToString() them first
* Implemented Return Objects when it's invoked from the Top Colliders or Top ↵Oren Hurvitz2013-01-021-5/+55
| | | | Scripts dialogs
* Add "show animations" console command for debug purposes.Justin Clark-Casey (justincc)2013-01-023-4/+220
| | | | This shows the current animation sequence and default anims for avatars.
* If an NPC is unowned, then always auto-grant permissions requested via ↵Justin Clark-Casey (justincc)2013-01-021-1/+1
| | | | | | | llRequestPermissions() This is consistent with all other OSSL NPC functions that allow unowned avatars to be manipulated. Aims to address http://opensimulator.org/mantis/view.php?id=6483
* BulletSim: add parameter to have Bullet output performance statisticsRobert Adams2013-01-014-7/+11
| | | | every so many frames. Default to off.
* BulletSim: move selection of the unmanaged Bullet DLL from BSPluginRobert Adams2013-01-012-6/+8
| | | | into the unmanaged Bullet interface class.
* BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-017-315/+623
| | | | | | | | Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
* BulletSim: fix line endings.Robert Adams2013-01-012-52/+52
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* BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams2013-01-016-278/+1806
| | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
* Fixed bugs when getting the root folder.Oren Hurvitz2013-01-021-1/+10
| | | | | | | | 1. The error checking for the case where there's no "My Inventory" folder was incorrect: it checked the wrong variable. 2. If GetSystemFolderForType() is called to get AssetType.RootFolder then it should return the root folder immediately; not look for another root folder below it.
* minor: Assign names to the different SmartThreadPools for debugging purposes.Justin Clark-Casey (justincc)2013-01-012-0/+2
| | | | | A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462 that doesn't involve further forking of SmartThreadPool
* refactor: call Util.InitThreadPool() if we are initializing an uninitialized ↵Justin Clark-Casey (justincc)2013-01-011-1/+1
| | | | | | pool on first use rather than constructing it ourselves. No functional change.
* BulletSim: remove unused unmanaged memory reference functions from ↵Robert Adams2012-12-312-2/+4
| | | | BSAPITemplate.
* BulletSim: remove rigid body contruction functions from BSAPITemplate that ↵Robert Adams2012-12-312-61/+0
| | | | relied on prebuilt construction info structures.
* BulletSim: eliminate the use of the unmanaged HeightMapInfo structure.Robert Adams2012-12-314-42/+20
| | | | | Remove all related calls from the unmanaged and BSAPITemplate interfaces. Update DLLs and SOs to include the version without HeightMapInfo structures.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-3110-194/+311
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-3115-201/+372
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-317-25/+58
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-3115-1248/+1454
| | | | functions.
* BulletSim: add the implementation files for the two versions of Bullet:Robert Adams2012-12-312-0/+1146
| | | | unmanaged (C++) and managed (C#).
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-3111-839/+234
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: change physical data structures to classes. Add defaultRobert Adams2012-12-315-15/+29
| | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
* Resolve Mantis 6480 (http://opensimulator.org/mantis/view.php?id=6480)Robert Adams2012-12-311-2/+11
| | | | | | | | by reversing the sign on the recoil computation and adding a [XEngine]RecoilScaleFactor parameter which defaults to zero. Testing in SL seems to show that there is not a recoil action there. Or, at least, it is very small. If someone knows how small, the default for the scale factor should be changed.
* Comment out test messages that go directly to the console.Robert Adams2012-12-311-2/+2
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* BulletSim: remove check for small motor movement because, while itRobert Adams2012-12-292-3/+6
| | | | | | did the right thing for stopping (speed reducing to zero), it prevented movement from starting (speed increasing from zero). Will revisit when the generalize PID motor is debugged.
* BulletSim: an 'if' to suppress multiple setting of avatar orientation.Robert Adams2012-12-291-5/+9
| | | | | | | Looks like the viewer bombards the server with avatar orientation information (we're talking several hundred a second) when the avatar is being turned or when walking. This change just reduces the number of 'set' calls into unmanaged code.
* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-294-46/+81
| | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh.
* ScenePresence passes the avatar rotation down to the physics engine. This ↵Robert Adams2012-12-281-0/+4
| | | | will be a no-op for ODE but enables asymmetrical avatars for BulletSim.