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* Slight rewording of output messages.Diva Canto2012-04-241-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-04-242-1/+13
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-04-251-0/+1
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| | * zero out SP velocity before calling SP.Teleport(), as the client expects ↵Justin Clark-Casey (justincc)2012-04-251-0/+1
| | | | | | | | | | | | (though this is also effectively done by physics at the moment)
| * | Commit the avination Teleport() methods (adaptedto justincc's changes)Melanie2012-04-251-1/+12
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* | HG: Moved User-level code down to the HGEntityTransferModule where it belongs.Diva Canto2012-04-242-14/+14
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* refactor: Combine ScenePresence.Teleport() and TeleportWithMomentum()Justin Clark-Casey (justincc)2012-04-252-17/+1
| | | | These are identical apart from setting Velocity = zero, which has no practical effect anyway since this is zeroed when the avatar is added back to the physics scene.
* Add regression test TestSameRegionTeleport()Justin Clark-Casey (justincc)2012-04-253-1/+43
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* Comment out AvatarService.SetAvatar debug log line for nowJustin Clark-Casey (justincc)2012-04-251-1/+1
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* Comment out some debug ATTACHMENTS log messages for now.Justin Clark-Casey (justincc)2012-04-251-15/+14
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* Comment out the noisier AVFACTORY log messages for now.Justin Clark-Casey (justincc)2012-04-251-4/+6
| | | | Permanently comment out warnings about ScenePresence not being found - this is entirely expected if the avatar has alraedy logged out or left the scene.
* Improve teleport log debug and error messages to tell us who is teleporting.Justin Clark-Casey (justincc)2012-04-251-3/+14
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* Go back to always using the local timezone for now - not all machines have ↵Justin Clark-Casey (justincc)2012-04-241-13/+18
| | | | | | US/Pacific or Olsen Amercia/Los_Angeles and this introduces variability that the server operator cannot control Please see http://opensimulator.org/mantis/view.php?id=5972 soon for more comments.
* Revert "Refactored how asset/inventory types are associated with content ↵Justin Clark-Casey (justincc)2012-04-242-177/+228
| | | | | | | | types: gathered all the knowledge into a single class. Added the Mesh content type." This reverts commit d3a4d67a207976cd0d116bb9021f7dfc896784e8. Accidentally committed this when I didn't mean to yet.
* Minor improvements to loggingOren Hurvitz2012-04-246-12/+24
| | | | Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
* Refactored how asset/inventory types are associated with content types: ↵Oren Hurvitz2012-04-242-228/+177
| | | | gathered all the knowledge into a single class. Added the Mesh content type.
* Fixed problem with MySQL: it was possible for one thread to use an ↵Oren Hurvitz2012-04-243-21/+37
| | | | incomplete list of column names if another thread was creating the list at the same time. Now this is thread-safe.
* When reading a region, use null objects to represent NULL fields.Oren Hurvitz2012-04-241-1/+5
| | | | Previously NULL fields were converted to an empty string due to the use of ToString(). But if the field was an Int (e.g., "locZ"), then the subsequent attempt to convert an empty string to an int caused an exception. Now the field is null so we don't try to convert it, so there's no exception.
* OSSL: fixed the threat level check for osParseJSONNewOren Hurvitz2012-04-241-1/+1
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* minor: formatting changes to top of LLLoginResponse.SetDefaultValues(), ↵Justin Clark-Casey (justincc)2012-04-241-1/+6
| | | | chiefly some break up of the long line.
* DST settings to match client default Pacific Time (mantis #5972)Olivier van Helden and Gudule Lapointe (Speculoos.net)2012-04-241-1/+15
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* Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵Justin Clark-Casey (justincc)2012-04-241-0/+1
| | | | | | | | from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
* Changed the Map-related messages from Info to Debug. They're debug messages.Diva Canto2012-04-234-8/+8
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* Add online/offline indicator to "friends show" region console command.Justin Clark-Casey (justincc)2012-04-241-3/+14
| | | | Improve output table formatting.
* Add osForceAttachToAvatar() and osForceDetachFromAvatar()Justin Clark-Casey (justincc)2012-04-246-49/+127
| | | | | | These behave identically to llAttachToAvatar() and llDetachFromAvatar() except that they do not enforce the PERMISSION_ATTACH check Intended for use in completely controlled dedicated environments where these checks are more a UI hinderance than a help. Threat level high.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-236-58/+120
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| * Mantis 5977 Corrections to llRegionSayToTalun2012-04-236-58/+120
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | Replace common code to fetch self inventory item (as opposed to uuid) with ↵Justin Clark-Casey (justincc)2012-04-231-155/+76
| | | | | | | | | | | | GetSelfInventoryItem() However, at some point it would be far more convenient to receive the TaskInventoryItem in the constructor rather than just the item UUID, so we don't have to constantly refetch our self item.
* | refactor: Replace calls to InventorySelf() with existing m_itemID in LSL_ApiJustin Clark-Casey (justincc)2012-04-231-94/+42
|/ | | | There's no point look up an item ID that we already have.
* refactor: simply some properties code in BasicPhysicsPluginJustin Clark-Casey (justincc)2012-04-222-72/+12
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* Make TestSetPhysicsSinglePrim() actually add the object to the scene in ↵Justin Clark-Casey (justincc)2012-04-221-0/+2
| | | | order to test more code paths.
* Fix bug where setting phantom on a prim would result in a server log message ↵Justin Clark-Casey (justincc)2012-04-226-32/+382
| | | | | | | | rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
* Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵Justin Clark-Casey (justincc)2012-04-212-10/+20
| | | | disableBody() sets Body == IntPtr.Zero on all code paths.
* refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)2012-04-211-115/+117
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* Add test for setting physics in a linksetJustin Clark-Casey (justincc)2012-04-211-2/+28
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* Add regression test for prim status when root prim in a new linkset is ↵Justin Clark-Casey (justincc)2012-04-212-1/+20
| | | | non-physical
* Fix a bug where linking a non-physical prim with a physical prim as root ↵Justin Clark-Casey (justincc)2012-04-212-0/+22
| | | | | | | | would make the non-physical prim phantom rather than part of the physics object. On region restart, the whole object would become physical as expected. Observed behaviour from elsewhere is that all prims in a new linkset should take on the status of the root prim. Add regression test for this behaviour.
* Add test for correct physics status on linking two physics objectsJustin Clark-Casey (justincc)2012-04-211-2/+26
| | | | Also fixes last build break.
* refactor: extract common setup code in SceneObjectStatusTestsJustin Clark-Casey (justincc)2012-04-211-10/+16
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-212-120/+95
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| * Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)2012-04-211-116/+88
| | | | | | | | | | | | prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
| * Improve bitmap disposal to do null checks and not to potentially try ↵Justin Clark-Casey (justincc)2012-04-201-4/+7
| | | | | | | | | | | | | | disposal of uninitialized variables. This issue doesn't cause the mono 2.10.5 compiler to fail but appears to cause the windows compiler to fail. Resolves http://opensimulator.org/mantis/view.php?id=5973
* | Add TestSetPhysics() to SOP status testsJustin Clark-Casey (justincc)2012-04-213-4/+27
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* If a physical prim is manually moved (e.g. by a user) then set the geometry ↵Justin Clark-Casey (justincc)2012-04-201-12/+10
| | | | | | | position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966
* Always dispose of existing opened bitmap from file in SaveFile(), instead of ↵Justin Clark-Casey (justincc)2012-04-201-22/+37
| | | | simply dropping the reference if the existing file didn't contain a bitmap of the same size.
* Explicitly dispose of bitmaps opened from files in GenericSystemDrawing and ↵Justin Clark-Casey (justincc)2012-04-202-18/+31
| | | | JPEG.cs
* Remember to dispose of the bitmap opened from a file in ↵Justin Clark-Casey (justincc)2012-04-201-4/+11
| | | | GatekeeperServiceConnector.GetMapImage()
* concerns GenericSystemDrawing.csGarmin Kawaguichi2012-04-201-8/+9
| | | | | | | | in OpenSim\Region\CoreModules\World\Terrain\FileLoaders\GenericSystemDrawing.cs Ln 67 Apply Justin's solution Signed-off-by: Garmin Kawaguichi <garmin.kawaguichi@magalaxie.com>
* Add more exception detail to Exception and IOException throws in ↵Justin Clark-Casey (justincc)2012-04-201-2/+2
| | | | BaseHttpServer.HandleRequest()
* Stop teleports from dropping tall avatars through or embedding them in the ↵Justin Clark-Casey (justincc)2012-04-201-1/+7
| | | | | | | floor when lured by short avatars. This involves giving the ceiling of the Z-component in a lure rather than the floor. Ideally we would give the exact float compensating for relative avatar height but it looks like that isn't possible with the parcel id format used in lures