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| * | | Remove WorldComm module from the regression TestCompileAndStartScript() ↵ | Justin Clark-Casey (justincc) | 2012-07-11 | 1 | -4/+1 | |
| | | | | | | | | | | | | since the infrastructure no longer fails if this module isn't present, at least on the tested codepaths | |||||
| * | | Add regression TestDetachScriptedAttachmentToInventory() | Justin Clark-Casey (justincc) | 2012-07-11 | 8 | -32/+150 | |
| | | | | | | | | | | | | This currently only does a relatively crude check for a ScriptState node in the serialized xml | |||||
| * | | Add regression TestRezScriptedAttachmentsFromInventory() though this ↵ | Justin Clark-Casey (justincc) | 2012-07-11 | 3 | -23/+85 | |
| | | | | | | | | | | | | currently only checks for the presence of script items, not for started scripts | |||||
* | | | Merge branch 'avination' into careminster | Melanie | 2012-07-11 | 19 | -400/+746 | |
|\ \ \ | | |/ | |/| | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs | |||||
| * | | remove expensive and leaked ( in Xengine at least) SayShout timer and | UbitUmarov | 2012-07-11 | 1 | -5/+23 | |
| | | | | | | | | | | | | | | | replace it by a simpler function that should do the same (?) (don't like much those 10 + 1 bursts) | |||||
| * | | ubitODE leaks | UbitUmarov | 2012-07-11 | 3 | -25/+33 | |
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| * | | stop keeping references to objects on released items | UbitUmarov | 2012-07-11 | 1 | -1/+10 | |
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| * | | Make sure handles stay intact when removing from the MinHeap | Melanie | 2012-07-11 | 1 | -5/+8 | |
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| * | | Melanie fix: detach SOGs from backup on linking | UbitUmarov | 2012-07-11 | 1 | -0/+2 | |
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| * | | clear released minheap items so they don't keep holding references to | UbitUmarov | 2012-07-11 | 1 | -0/+1 | |
| | | | | | | | | | | | | objects. | |||||
| * | | add some more memory information to StatsCollector | UbitUmarov | 2012-07-10 | 1 | -4/+20 | |
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| * | | console region restart: Let Xengine not cry all over the place with | UbitUmarov | 2012-07-10 | 1 | -6/+10 | |
| | | | | | | | | | | | | errors also. May not be that good, but is not in use in AVN (i hope). Still safer to do a full shutdown and refire the region from a OS tool like a script, monit, etc etc | |||||
| * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-07-10 | 1 | -5/+7 | |
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| | * | | Reinstate parallel fetching of residents and remove a left over return from ↵ | Melanie | 2012-07-08 | 1 | -5/+7 | |
| | | | | | | | | | | | | | | | | debugging | |||||
| * | | | lltargetomega efective spinrate now multiplied by gain ( need check ) | UbitUmarov | 2012-07-10 | 1 | -0/+1 | |
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| * | | | let SOP AngularVelocity set physics actor angular velocity if it's | UbitUmarov | 2012-07-10 | 1 | -1/+9 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | physical root prim and not a vehicle. With this llSetAngularVelocity should work and also llTargetOmega will do the same in this case. but for now this llTargetOmega is being a normal physical rotation with damping, and stops with selection. Thats not like SL apparently | |||||
| * | | | more work on llSetAngularVelocity() | UbitUmarov | 2012-07-10 | 2 | -4/+29 | |
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| * | | | let rotationVelocity or AngularVelocity be setted on prims. Limited to | UbitUmarov | 2012-07-10 | 1 | -19/+46 | |
| | | | | | | | | | | | | | | | | 12rad/s | |||||
| * | | | retry fixing ode getconfiguration() | UbitUmarov | 2012-07-09 | 1 | -1/+8 | |
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| * | | | fix ode getconfiguration | UbitUmarov | 2012-07-09 | 2 | -2/+2 | |
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| * | | | log ODE lib configuration | UbitUmarov | 2012-07-09 | 1 | -3/+7 | |
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| * | | | fix ODE dispose plus minor clean. On regions restart ode.dispose seems | UbitUmarov | 2012-07-09 | 1 | -15/+43 | |
| |/ / | | | | | | | | | | | | | to be called with scene still calling simulation, that should be changed, for now added a check for a valid world in ode simulation | |||||
| * | | Revamp map block sending to eliminate overload of the grid server connection | Melanie | 2012-07-08 | 2 | -98/+204 | |
| | | | | | | | | | | | | and the sim's http client | |||||
| * | | Instead of sending 20 records in 2 packets, send just one as we intended in ↵ | Melanie | 2012-07-08 | 1 | -1/+1 | |
| | | | | | | | | | | | | the first place. | |||||
| * | | Address map lag issue seen with non-avination viewers | Melanie | 2012-07-08 | 3 | -262/+271 | |
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| * | | Change semantics of FromXML on vehicle data to make the serializer a bit cleaner | Melanie | 2012-07-07 | 2 | -7/+19 | |
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| * | | fix vehicle to XML string | UbitUmarov | 2012-07-07 | 1 | -7/+13 | |
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| * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-07-07 | 4 | -27/+73 | |
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| | * | | Fix storing vehicle data | Melanie | 2012-07-07 | 1 | -2/+2 | |
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| | * | | Add saving vehicle physics data to the database | Melanie | 2012-07-07 | 4 | -27/+73 | |
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| * | | | ODE turn off material dependent friction while vehicle linear motor is ↵ | UbitUmarov | 2012-07-07 | 3 | -5/+9 | |
| |/ / | | | | | | | | | | Effective. Increase a bit world damping of velocities | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-07-11 | 33 | -305/+891 | |
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | | If a part has a sit target and an avatar is already sitting, allow another ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 1 | -7/+4 | |
| | | | | | | | | | | | | | | | | | | | | | avatar to sit in the position given if no sit target was set. Previous behave was that the second avatar could not sit. This matches behaviour observed on the LL grid. | |||||
| * | | refactor: move management of SOP.SitTargetAvatar into SOP.AddSittingAvatar() ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 2 | -5/+6 | |
| | | | | | | | | | | | | and SOP.RemoveSittingAvatar() | |||||
| * | | Revert "refactor: Add SOP.IsSitTargetOccupied to improve readability" | Justin Clark-Casey (justincc) | 2012-07-10 | 2 | -8/+3 | |
| | | | | | | | | | | | | | | | This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2. On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly | |||||
| * | | refactor: Add SOP.IsSitTargetOccupied to improve readability | Justin Clark-Casey (justincc) | 2012-07-10 | 2 | -3/+8 | |
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| * | | refactor: use sit orientation argument passed in to SP.SendSitResponse() ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 1 | -4/+2 | |
| | | | | | | | | | | | | | | | | | | rather than creating a new copy There are no issues with side-effects since this is a struct. | |||||
| * | | Move common code to detect whether a part has a valid sit target into a SOP ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 2 | -30/+20 | |
| | | | | | | | | | | | | | | | | | | | | | property rather than being repeated in SP. This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical. Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero. | |||||
| * | | Remove log line accidentally left in SP.SendSitResponse() | Justin Clark-Casey (justincc) | 2012-07-10 | 1 | -1/+1 | |
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| * | | Disable logging in regression test in OSSL_ApiAttachmentTests | Justin Clark-Casey (justincc) | 2012-07-10 | 1 | -1/+1 | |
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| * | | Fix recent SOP.GetSittingAvatars() to return null if there are no sitting ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 2 | -6/+32 | |
| | | | | | | | | | | | | | | | | | | avatars rather than throwing an exception. Extends sitting avatar regression tests to test new sitters information | |||||
| * | | When an attachment is detached to inv or derezzed, stop the scripts, update ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 5 | -13/+110 | |
| | | | | | | | | | | | | | | | | | | the known item with script state still in the script engine and then remove the scripts. This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads. | |||||
| * | | If a script is being stopped manually, then give the scriptpool thread 1 ↵ | Justin Clark-Casey (justincc) | 2012-07-10 | 1 | -1/+5 | |
| | | | | | | | | | | | | | | | | | | | | | second to finish normally before forcibly aborting. This is to avoid the worst of the problems in mono 2.6, 2.10 where an aborted thread does not always release all its locks. This very short grace period is identical to the existing behaviour when a script is removed from the scene. | |||||
| * | | This script allows an object to be attached directly from prim inventory to ↵ | Justin Clark-Casey (justincc) | 2012-07-09 | 4 | -5/+96 | |
| | | | | | | | | | | | | | | | | | | | | | another avatar in the scene. Very useful in serious game/environment scenarios where its only allowed for trusted creators. Threat level Severe | |||||
| * | | Don't allow a prim to be sat upon if its part of an attachment | Justin Clark-Casey (justincc) | 2012-07-09 | 1 | -0/+9 | |
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| * | | Do not allow a script to attach a prim if its being sat upon. | Justin Clark-Casey (justincc) | 2012-07-09 | 7 | -26/+229 | |
| | | | | | | | | | | | | | | | | | | This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar. This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar. Recording HashSet is null if there are no sitting avatars in order to save memory. | |||||
| * | | minor: rearrange INITIALIZATION COMPLETE log message so that it's clear init ↵ | Justin Clark-Casey (justincc) | 2012-07-07 | 1 | -3/+2 | |
| | | | | | | | | | | | | is only complete for a particular region at a time | |||||
| * | | minor: remove some recent mono compiler warnings | Justin Clark-Casey (justincc) | 2012-07-07 | 2 | -3/+1 | |
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| * | | Remove duplicate Warp3DImageModule entry in CoreModulePlugin.addin.xml | Justin Clark-Casey (justincc) | 2012-07-07 | 1 | -1/+0 | |
| | | | | | | | | | | | | | | | This was causing 2 copies of the module to be created for each scene. Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded) | |||||
| * | | minor: Make WORLD MAP category log lines consistent | Justin Clark-Casey (justincc) | 2012-07-07 | 1 | -4/+4 | |
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