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* refactor: rename some AssetHelpers.CreateAsset() methods to ↵Justin Clark-Casey (justincc)2011-10-224-10/+10
| | | | CreateNotecardAsset()
* RemoteAdmin - Added optional terrain loading on region create using ↵Michelle Argus2011-10-211-21/+41
| | | | parameter heightmap_file to specify the terrain file to be loaded
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
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* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
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* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-203-25/+32
| | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
* Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵Justin Clark-Casey (justincc)2011-10-201-12/+4
| | | | | | | | | Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
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* Change wording on asset requests.Justin Clark-Casey (justincc)2011-10-191-2/+2
| | | | Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
* Removed redundant NotInTransit function from ScenePresence. ↵Dan Lake2011-10-191-5/+0
| | | | IsInTransit=false does the same thing and NotInTransit was not used anywhere.
* Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-195-318/+318
| | | | endings from previous commit.
* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-10-192-72/+100
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| * Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)2011-10-192-72/+100
| | | | | | | | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
* | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-199-344/+319
|/ | | | scene presence by client ID.
* Add "scripts stop" and "scripts start" console commands.Justin Clark-Casey (justincc)2011-10-191-2/+48
| | | | | These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing.
* minor: improve command help on scripts suspend/resumeJustin Clark-Casey (justincc)2011-10-191-2/+5
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* Fix resume scripts.Justin Clark-Casey (justincc)2011-10-192-9/+33
| | | | | On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race
* Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2011-10-192-3/+53
| | | | | These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself.
* on log and "show scripts" messages, show script item UUID rather than asset UUIDJustin Clark-Casey (justincc)2011-10-191-4/+4
| | | | The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
* add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)2011-10-193-7/+31
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* Add "show scripts" command to show all scripts currently known to the script ↵Justin Clark-Casey (justincc)2011-10-192-2/+28
| | | | | | engine in the current region. Also added synonym of "scripts show"
* Add option to allow remote http calls to setpassword in the ↵Justin Clark-Casey (justincc)2011-10-194-27/+58
| | | | | | | AuthenticationService. This is switched on by setting AllowSetPassword = true in the [AuthenticationService] section of Robust.ini or Robust.HG.ini Default is false as before.
* Slightly change log message in LoadRegionsPluginJustin Clark-Casey (justincc)2011-10-191-1/+1
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* Region-UUID - can not be zero-uuidPixel Tomsen2011-10-191-1/+13
| | | | http://opensimulator.org/mantis/view.php?id=3426
* Make ScopeID optional for http GetAccount and GetAccountsJustin Clark-Casey (justincc)2011-10-191-11/+6
| | | | If not specified then it assumes UUID.Zero. as occurs elsewhere in the codebase
* Make PrincipalID a synonym for UserID in GetUserAccountJustin Clark-Casey (justincc)2011-10-191-0/+6
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* Get new NewUser and SetUserAccount calls to accept PrincipalID instead of ↵Justin Clark-Casey (justincc)2011-10-191-3/+3
| | | | UserID for consistency with output
* Allow an http call to set account details if AllowSetAccount = true in ↵Justin Clark-Casey (justincc)2011-10-193-4/+67
| | | | | | [UserAccountService]. As before, default is false to not allow these calls.
* Provide an option to allow remote calls to the CreateUser method on the ↵Justin Clark-Casey (justincc)2011-10-186-10/+84
| | | | | | | | | UserAccountService Default is false, as before. Enabling AllowCreateUser in [UserAccountService] for ROBUST allows avatars to be created via an http call, with viewer 2 appropriate bits and pieces. Only Ruths can be created at present. Please don't rely on the config since at some point CreateUser will be moved to a separate co-ordinating service.
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
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* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-182-2/+10
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* Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)2011-10-181-16/+13
| | | | no contention until the object is constructed.
* Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
| | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
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* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | Despite its name, this wasn't actually being used in any collision checking
* Set enable_adaptive_throttles = true in OpenSimDefaults.iniJustin Clark-Casey (justincc)2011-10-171-1/+1
| | | | | | As discussed in http://lists.berlios.de/pipermail/opensim-dev/2011-October/010599.html and the preceeding thread mails, the aim of this setting is to avoid overloading the viewer UDP connection where the client is failing to ack packets. Please mantis any anomalous viewer connection behaviour which wasn't there before.
* Allow an avatar to be explicitly named to the "debug packet" commandJustin Clark-Casey (justincc)2011-10-172-6/+11
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* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-176-28/+16
| | | | without a getter
* Add avatar names to debug packet outputJustin Clark-Casey (justincc)2011-10-171-2/+2
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* refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-173-11/+10
| | | | GetAvatarOnSitTarget() which returned exactly the same thing
* rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | | | | | understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
* Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-176-2/+48
| | | | Allows you to stand an NPC that has sat.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-171-1/+0
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| * Bug fix on the bug fix on UserAccountService.csDiva Canto2011-10-161-1/+0
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* | Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-1710-5/+75
|/ | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* Guard HGAssetService against uninitialized variables and null arguments.Diva Canto2011-10-151-0/+3
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* improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)2011-10-151-4/+4
| | | | this is really just to trigger panda.
* move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)2011-10-156-17/+8
| | | | the others
* fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-157-48/+23
| | | | done for most other scene config params
* remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2011-10-153-7/+7
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* Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)2011-10-153-2/+14
| | | | | | | to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously.