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* Make the AsyncSceneObjectDeleter send a list of kills. This will make largeMelanie2011-11-061-1/+7
| | | | | marquee-selected deletions of single prims or small link sets nearly instantaneous
* Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-0610-51/+52
| | | | packet per prim. More to come as we change to make use of this.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-062-2/+19
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| * HUD attachments: Removes some more messages sent to wrong clients.Snoopy Pfeffer2011-11-061-1/+10
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| * Damaged assets, especially appearance textures, could crash the region ↵Snoopy Pfeffer2011-11-061-1/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | server with a fatal exception. Now, such excpetions are caught by an exception handler and just an error message is shown. This was the kind of exception causing these fatal server crashes: APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs^M ^M Exception: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: offset exceeds the size of buffer at System.Net.Sockets.NetworkStream.BeginRead (System.Byte[] buffer, Int32 offset, Int32 size, System.AsyncCallback callback, System.Object state) [0x00000] in <filename unknown>:0 at HttpServer.HttpClientContext.OnReceive (IAsyncResult ar) [0x00000] in <filename unknown>:0 ^M ^M Application is terminating: True^M
* | Allow HG and other scene presences not linked to a user account to function.Melanie2011-11-061-1/+4
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* Fix build breakMelanie2011-11-051-1/+1
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* Remove spammy autopilot debugMelanie2011-11-051-3/+3
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* Remove some left over debug and reverse experimental reordering of ifsMelanie2011-11-051-4/+2
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* Remove enableprejump config option and associated code as this is nowMelanie2011-11-051-3/+0
| | | | fully functional and cannot be disabled because that would break timings.
* Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2011-11-052-87/+136
| | | | properly.
* Change puvlic m_ variable to a getter propertyMelanie2011-11-051-1/+5
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* ScenePresence part of the Avination animator fixes.Melanie2011-11-051-3/+58
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* Chnaging the sit target adjustment to a more precise approximation of SL. ↵Melanie2011-11-051-24/+35
| | | | | | Some small fixes ported from Avination. Some white space fixes.
* Fix avatar height, removes the hip offset hacknebadon2011-11-052-27/+12
| | | | Author: Mana Janus <mana@mjm-labs.com>
* Multiple lines in welcome message use '\n' in the welcome message tonebadon2011-11-051-0/+3
| | | | start a new line.
* Don't rotate child prims, if only the root prim is rotated.nebadon2011-11-051-2/+2
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* refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity ↵Justin Clark-Casey (justincc)2011-11-051-12/+12
| | | | instead of individual components of a vector/quat
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-052-36/+12
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-052-1/+4
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| * | Replacing te linking code with the code from Avination. Link sets prims are nowMelanie2011-11-052-36/+12
| | | | | | | | | | | | numbered properly even when sets are linked to sets.
* | | Fix NPC sitting for prims without a sit target.Justin Clark-Casey (justincc)2011-11-054-14/+61
| |/ |/| | | | | | | | | | | | | This is to partially address http://opensimulator.org/mantis/view.php?id=5769 We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger. By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>. However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent). Hopefully this can be addressed soon.
* | Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2011-11-042-1/+4
|/ | | | ODEPrim.changevelocity()
* On standup, trigger the changed link script event after the avatar has been ↵Justin Clark-Casey (justincc)2011-11-041-2/+3
| | | | | | | | fully changed. This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work. Probably the event is fired before the physics actor has been set up again for the stood avatar. Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
* Stop llPushObject() from causing problems by adding force via a taint rather ↵Justin Clark-Casey (justincc)2011-11-041-2/+25
| | | | | | | than directly. This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-0316-35/+35
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-0323-154/+121
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* remove the pointless check of the face texture struct against null in ↵Justin Clark-Casey (justincc)2011-11-031-3/+1
| | | | Bot.Objects_NewPrim()
* actually remove the sleep from PhysicsBehaviour that I shifted to Bot a ↵Justin Clark-Casey (justincc)2011-11-031-2/+0
| | | | couple of commits ago
* Rename PhysicsBot => Bot since it doesn't just exercise physics anymoreJustin Clark-Casey (justincc)2011-11-035-12/+12
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* Move one of the old physics sleeps out into the main bot loop, so leaving ↵Justin Clark-Casey (justincc)2011-11-031-0/+2
| | | | out PhysicsBehaviour doesn't result in continuous other behaviours
* Add click/grab behaviour to pCampbot, which gets bots to randomly click things.Justin Clark-Casey (justincc)2011-11-035-8/+105
| | | | | | | This can be specified on pCampbot.exe by using g in the list of behaviours for the new -behaviours,-b switch e.g. -b p,g to get both existing physics and grabbing behaviours. grabbing is primitive, it attempts grabs on random prims whether they're actually signalled as clickable or not. behaviour is currently primitive overall, behaviours are just executed in a list
* Move PhysicsBehaviour into a spearate behaviours folderJustin Clark-Casey (justincc)2011-11-033-3/+2
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* Separate out physics testing actions into a separate PhysicsBehaviour classJustin Clark-Casey (justincc)2011-11-035-95/+221
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-0316-116/+115
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| * Drop the CopyTo parameter from Int32.MaxValue to 4096. This is a buffer sizeMic Bowman2011-11-021-1/+1
| | | | | | | | | | not a target size. Mono 2.10 appears to try to allocate the full buffer which immediately crashes. Tested on mono 2.6.7 and 2.10.5
| * Revert "fix CopyTo call that was breaking under mono 2.10"Melanie2011-11-031-1/+1
| | | | | | | | This reverts commit d30971fdc243886b8fc614c7f869530db87e10f2.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimMic Bowman2011-11-024-23/+37
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| | * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-0215-107/+117
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| | * | Port the Avination offline messaging system to CoreMelanie2011-11-024-23/+37
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| * | | fix CopyTo call that was breaking under mono 2.10Mic Bowman2011-11-021-1/+1
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| * | Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-026-330/+402
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| * | | Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-0211-92/+77
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
* | | | Change default say distance to 20m from 30m, the same as on the big grid. ↵Justin Clark-Casey (justincc)2011-11-022-2/+2
| |/ / |/| | | | | | | | | | | | | | This is to improve the migration of scripts that expect a 20m say distance. If you want to keep a 30m say distance then please set this as the say_distance parameter in the [Chat] section of OpenSim.ini.
* | | Get some hopefully more useful exception information when ↵Justin Clark-Casey (justincc)2011-11-022-5/+8
| | | | | | | | | | | | OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
* | | Fix race condition that would sometimes send or save appearance for the ↵Justin Clark-Casey (justincc)2011-11-022-9/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | wrong avatar. In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread. If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched. This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent. This change loads the fields into local references so that this doesn't happen.
* | | Catch any exceptions exiting the top of the robust console, as we already do ↵Justin Clark-Casey (justincc)2011-11-021-1/+8
| |/ |/| | | | | | | | | for the main simulator. This prevents issues such as transient mono console problems from crashing the server.
* | Restore the recursive calling of PRIM_LINK_TARGET because the version I madeMelanie2011-11-021-327/+334
| | | | | | | | breaks LINK_SET et al.
* | Some positioning fixes from AVN trunkMelanie2011-11-021-1/+42
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* | Streamline PRIM_LINK_TARGET, eliminating a recursion and a failure scenarioMelanie2011-11-021-4/+3
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