Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Remove the obsoleted SynchronousRestObjectPoster | Justin Clark-Casey (justincc) | 2011-07-13 | 1 | -9/+0 |
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* | refactor: Move all callers of the obsoleted ↵ | Justin Clark-Casey (justincc) | 2011-07-13 | 3 | -10/+9 |
| | | | | SychronousRestObjectPoster.BeginPostObject() to the identical SynchronousRestObjectRequester.MakeRequest() | ||||
* | Add experimental module to check status of services that the simulator is ↵ | Justin Clark-Casey (justincc) | 2011-07-13 | 1 | -0/+119 |
| | | | | | | connected to. Currently disabled. | ||||
* | Add a warning to URI config in GridCommon.ini.example not to add a slash to ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 2 | -19/+18 |
| | | | | | | the end. Tidy up GridCommon.ini.example | ||||
* | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 2011-07-12 | 6 | -33/+298 |
| | | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | ||||
* | temporarily fix the build break with building the OdePlugin tests assembly. | Justin Clark-Casey (justincc) | 2011-07-12 | 2 | -3/+4 |
| | | | | This needs to be fixed properly. | ||||
* | minor: remove whitespace to trigger another build | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -1/+0 |
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* | Make OdePlugin tests build from their own directory rather than from the ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -9/+10 |
| | | | | | | | | | main OdePlugin directory I suspect the former arrangement was confusing nant since file changes didn't appear to be rebuilding properly Ode tests don't currently execute because Ode.NET can't pick up the native libode dll However, this appears to also have been the case before, and these tests weren't being included in the "nant test" suite anyway. Will need to fix some time. | ||||
* | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 5 | -29/+39 |
| | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup. | ||||
* | Fix permissions problem where newly uploaded meshes rezzed from inventory ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 3 | -8/+4 |
| | | | | could not be copied by owner. | ||||
* | minor Tack the prim name on the end of the "experimental mesh proxy ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
| | | | | | | generation" message. Can probably comment out this message soon, once a few other issues are tidied up. | ||||
* | Properly regenerate physics proxy when a mesh is resized. | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -0/+8 |
| | | | | This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting | ||||
* | refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 2 | -17/+49 |
| | | | | actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method | ||||
* | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 5 | -11/+26 |
| | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages. | ||||
* | comment out accidential ProcessTaints physics debug line left in code | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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* | refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -6/+11 |
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* | refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -6/+8 |
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* | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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* | refactor: very minor space insertion | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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* | refactor: make argument to SOP.UpdatePrimFlags() more readable | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -14/+19 |
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* | refactor: slightly simplify test | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -4/+1 |
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* | Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its ↵ | Justin Clark-Casey (justincc) | 2011-07-09 | 8 | -11/+11 |
| | | | | effects and return object | ||||
* | Add scratch AvatarFactoryModuleTests with one test to do a partial check on ↵ | Justin Clark-Casey (justincc) | 2011-07-09 | 3 | -9/+88 |
| | | | | | | | AvatarFactoryModule.SetAppearance() Baked texture set not yet checked, nor persistence of data in avatar service This is a foundation for later npc related tests. | ||||
* | refactor: Get LSLString(LSLInteger i) constructor to now call LSLString(int ↵ | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -9/+7 |
| | | | | i) structure to remove code duplication. | ||||
* | Raw int numbers (ex.LSL Constants) are displayed like "1.000000" when type ↵ | Makopoppo | 2011-07-09 | 1 | -0/+11 |
| | | | | cast to string | ||||
* | Fix osMatchString() so that it reports all instance of pattern matches, not ↵ | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -3/+3 |
| | | | | | | | just the first one. This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches. Thanks makopoppo! | ||||
* | fix formatting issues from last patch | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -3/+8 |
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* | lsGetWindlightScene() returns raw int value, which makes unable to compare ↵ | Makopoppo | 2011-07-09 | 1 | -2/+3 |
| | | | | to another value with llListFindList() | ||||
* | Made some LSL_Constant or LS_Constant raw int values | Makopoppo | 2011-07-09 | 1 | -2/+7 |
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* | Instance-types-in-list fix for LSL/OSSL functions. This will fix ↵ | Makopoppo | 2011-07-09 | 2 | -30/+31 |
| | | | | | | | | | | | | | | | | | | llListFindList() which always returns -1 when you compare with the list from those functions. *llCSV2List *llGetAnimationList *llGetLinkPrimitiveParams *llGetObjectDetails *llGetParcelDetails *llGetParcelPrimOwners *llGetPrimitiveParams *GetLinkPrimitiveParamsEx *osGetAgents *osMatchString *osGetLinkPrimitiveParams *osGetPrimitiveParams *osGetAvatarList | ||||
* | Rename SetSculptData() to SetSculptProperties(), since this is what it does ↵ | Justin Clark-Casey (justincc) | 2011-07-09 | 3 | -3/+3 |
| | | | | (setting SculptData is done through the property) | ||||
* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 7 | -43/+72 |
| | | | | | | | | 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. | ||||
* | When loading library asset set, only store an asset if it's different from ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -6/+25 |
| | | | | | | | | | an existing one with the same id. We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store. This cuts asset library load time from 10 seconds to <1 sec. Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear. This is unrelated to this commit and needs to be fixed at some subsequent time. | ||||
* | stop the local inventory services connector from logging an error when an ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -3/+3 |
| | | | | | | item id isn't found. making this query is legitimate and so the log line can cause false positivies. It is up to callers to log an error if appropriate. | ||||
* | fix bug where opening a library script would fail | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -2/+2 |
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* | refactor: rename bool returning GetAgentInventoryItem() to ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 3 | -6/+13 |
| | | | | CanGetAgentInventoryItem() to improve code readability | ||||
* | refactor: eliminate redundant return statement | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -3/+1 |
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* | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -49/+58 |
| | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. | ||||
* | Fix interpretation of physics mesh proxies from mesh data | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -2/+27 |
| | | | | | | | | As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data. If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc. To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini). Convex hull physics not currently supported. | ||||
* | minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -53/+23 |
| | | | | added in the last commit | ||||
* | refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -3825/+3873 |
| | | | | to improve code readability | ||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 5 | -5/+18 |
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* | Switch the MeshUploadFlag CAP module on and off with the existing config ↵ | Justin Clark-Casey (justincc) | 2011-07-07 | 1 | -14/+35 |
| | | | | | | AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini) Default is on. | ||||
* | Make MeshUploadFlagModule non-shared rather than shared (since each scene ↵ | Justin Clark-Casey (justincc) | 2011-07-07 | 2 | -2/+1 |
| | | | | needs its own cap) | ||||
* | Ensure that the max transfer distance is initialized correctly. | Mic Bowman | 2011-07-07 | 1 | -1/+7 |
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* | add myself to contributors.txt | Michael Cerquoni aka Nebadon Izumi | 2011-07-07 | 1 | -0/+1 |
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* | add MeshUploadFlag capability fixed mesh upload with latest mesh viewer ↵ | Michael Cerquoni aka Nebadon Izumi | 2011-07-07 | 2 | -18/+150 |
| | | | | thank you dahlia and lkalif for helping to make this happen! | ||||
* | Add TestClearCache() | Justin Clark-Casey (justincc) | 2011-07-04 | 1 | -0/+17 |
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* | add TestExpireAsset() | Justin Clark-Casey (justincc) | 2011-07-04 | 1 | -0/+20 |
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* | refactor: Move test setup code into setup method | Justin Clark-Casey (justincc) | 2011-07-04 | 1 | -13/+20 |
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