From 1dcad4ac6616a21216eeb139c901d98eed9169db Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 8 Jul 2011 17:58:01 +0100
Subject: minor: commented out log lines for future use and very small code
tidy
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 ++++
1 file changed, 4 insertions(+)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f3879f0..cd5046a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1564,6 +1564,8 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
{
+// m_log.DebugFormat("[SCENE OBJECT PART]: Applying physics to {0} {1} {2}", Name, LocalId, UUID);
+
bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
@@ -1584,6 +1586,8 @@ namespace OpenSim.Region.Framework.Scenes
// or flexible
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
{
+// m_log.DebugFormat("[SCENE OBJECT PART]: Creating PhysActor for {0} {1} {2}", Name, LocalId, UUID);
+
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
LocalId,
string.Format("{0}/{1}", Name, UUID),
--
cgit v1.1
From 5700c582ba3727678dfd87f80dab8d09da88df63 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 8 Jul 2011 22:28:17 +0100
Subject: refactor: rename bool returning GetAgentInventoryItem() to
CanGetAgentInventoryItem() to improve code readability
---
OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs | 10 +++++++++-
1 file changed, 9 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
index 305975e..da11e61 100644
--- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs
@@ -59,7 +59,15 @@ namespace OpenSim.Region.Framework.Interfaces
UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment);
void TransferInventoryAssets(InventoryItemBase item, UUID sender, UUID receiver);
- bool GetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
+
+ ///
+ /// Does the client have sufficient permissions to retrieve the inventory item?
+ ///
+ ///
+ ///
+ ///
+ ///
+ bool CanGetAgentInventoryItem(IClientAPI remoteClient, UUID itemID, UUID requestID);
// Must be here because of textures in user's inventory
bool IsForeignUser(UUID userID, out string assetServerURL);
--
cgit v1.1
From 5e8900dfd058bd103cb6dcf8a57dc94683efd878 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 9 Jul 2011 00:35:30 +0100
Subject: minor: code tidy and inserted log lines for future use.
Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1 -
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | 2 ++
2 files changed, 2 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index cd5046a..307c92a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2958,7 +2958,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
-
public void SculptTextureCallback(UUID textureID, AssetBase texture)
{
if (m_shape.SculptEntry)
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index fcf7e0c..c18c93a 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -1001,6 +1001,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessShpSculptData(PrimitiveBaseShape shp, XmlTextReader reader)
{
+// m_log.DebugFormat("[SCENE OBJECT SERIALIZER]: Setting sculpt data length {0}", shp.SculptData.Length);
+
shp.SculptData = Convert.FromBase64String(reader.ReadElementString("SculptData"));
}
--
cgit v1.1