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* Fixes mantis #5431 -- coalesced objects in HG-enabled regions. Needs more ↵Diva Canto2011-04-152-25/+12
| | | | testing to make sure HG inventory isn't broken by this (it shouldn't).
* refactor: separate out code that adds permissionsJustin Clark-Casey (justincc)2011-04-151-42/+59
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* minor: remove a small amount of code duplicationJustin Clark-Casey (justincc)2011-04-151-4/+3
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-04-152-3/+21
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2011-04-145-11/+11
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| * | Add ColladaMesh switchBlueWall2011-04-142-3/+21
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* | | refactor: split out some rez code into a separate CreateItemForObject() methodJustin Clark-Casey (justincc)2011-04-151-143/+159
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* | get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)2011-04-155-11/+11
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* extend TestLoadCoalesecedItem() to check loaded object ids and positionsJustin Clark-Casey (justincc)2011-04-151-1/+7
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* Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-154-26/+49
| | | | | | | IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
* implement stub TestLoadCoalesecedItem(). Doesn't do what it's meant to do yet.Justin Clark-Casey (justincc)2011-04-142-4/+48
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* simplify InventoryArchiveTestCase setupJustin Clark-Casey (justincc)2011-04-141-18/+2
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* simplify TestSaveItemToIarV0_1()Justin Clark-Casey (justincc)2011-04-141-18/+2
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* simplify TestRezObject()Justin Clark-Casey (justincc)2011-04-141-17/+1
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* Make scene object parts created by the test utils unit sized.Justin Clark-Casey (justincc)2011-04-141-3/+1
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* simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)2011-04-141-34/+6
| | | | this change makes it possible to set an absolute position on a group before it is put into a scene.
* Use common coalesced serialization code for both tests and the ↵Justin Clark-Casey (justincc)2011-04-131-54/+13
| | | | | | InventoryAccessModule. Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
* Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2011-04-131-4/+12
| | | | | | bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
* refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2011-04-131-1/+1
| | | | CoalescedSceneObjects from the serializer.
* Fix bug where rezzing coalesced objects would give all objects the same name ↵Justin Clark-Casey (justincc)2011-04-132-7/+11
| | | | | | | as the item. This now only happens for the first object (which was the item selected last when the coalesce was originally taken) This matches the expected behaviour of the environment as seen on the Linden Labs grid.
* Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-132-5/+93
| | | | | | | | | used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
* factor out some test code into the SetUp()Justin Clark-Casey (justincc)2011-04-131-14/+15
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* Add a regression test for rezzing a single object into a scene from user ↵Justin Clark-Casey (justincc)2011-04-132-0/+137
| | | | inventory
* Moved 3 request handlers from OpenSim.Framework.Servers.HttpServer up to ↵Diva Canto2011-04-1211-12/+2
| | | | OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
* Implemented terrain save-tile command. Does the opposite of load-tile. For ↵Diva Canto2011-04-127-0/+132
| | | | now, only saves to .png.
* refactor: simplify bRayEndIsIntersection boolean set from ↵Justin Clark-Casey (justincc)2011-04-121-14/+1
| | | | RayEndIsIntersection byte
* Fix (add) ability to rez objects by dragging them out of another prim's ↵Justin Clark-Casey (justincc)2011-04-121-0/+4
| | | | | | | | inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly.
* minor: remove now inaccurate commentJustin Clark-Casey (justincc)2011-04-111-1/+1
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* minor: adjust some spacing and indentationJustin Clark-Casey (justincc)2011-04-111-10/+10
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* Implimented HTTP_VERIFY_CERT for llHttpRequestE. Allen Soard2011-04-111-3/+31
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* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-4/+26
| | | | | This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
* Improve previous ILandObject method doc.Justin Clark-Casey (justincc)2011-04-063-49/+87
| | | | For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
* Add method doc to some land bitmap methods in ILandObject.Justin Clark-Casey (justincc)2011-04-062-18/+48
| | | | Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
* properly refresh object owner list when refresh button is hit on land parcel ↵Justin Clark-Casey (justincc)2011-04-052-9/+14
| | | | object tab
* remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)2011-04-053-105/+27
| | | | | However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place.
* If an object is selected, then don't include it in owner/group/others prim ↵Justin Clark-Casey (justincc)2011-04-051-13/+18
| | | | | | counts. This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
* Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2011-04-052-7/+148
| | | | | | | | changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
* Implement rezzing coalesced objectsMelanie2011-04-031-11/+0
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* Implement rezzing coalesced objectsMelanie2011-04-031-105/+172
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* Implement taking of coalesced objects.Melanie2011-04-031-196/+263
| | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
* Comment out some startup logging lines to make up for the one I added ↵Justin Clark-Casey (justincc)2011-04-021-2/+0
| | | | | | earlier on. Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
* If land is not group owned (group ID is always UUID.Zero) then don't check ↵Justin Clark-Casey (justincc)2011-04-021-2/+0
| | | | if a prim should be added to the group count
* add test for removing group owned objectsJustin Clark-Casey (justincc)2011-04-021-0/+32
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* add test for adding group object, factor out initial zero counts testJustin Clark-Casey (justincc)2011-04-021-7/+45
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* add remove others object prim count testJustin Clark-Casey (justincc)2011-04-021-0/+23
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* refactor: rename m_dummyUserId to m_otherUserIdJustin Clark-Casey (justincc)2011-04-021-9/+9
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* If the land has no group ownership (it is UUID.Zero) then don't put prims in ↵Justin Clark-Casey (justincc)2011-04-022-2/+23
| | | | | | the group count when they are also not group owned. Also adds simple test for others owned count when an object is added
* A stab at making CHANGED_OWNER workMelanie2011-04-011-17/+7
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* If the prim count gets an object with invalid bounds, don't try to count it.Justin Clark-Casey (justincc)2011-03-312-3/+8
| | | | This appears to be the more probable explanation for some failures seen. Either we're counting attachments which are temporarily out of bounds (shouldn't be due to the IsAttachment) check or we're counting scene objects which have out of bounds co-ordinates (seems more likely)
* suspend check that IAR control file is loaded for nowJustin Clark-Casey (justincc)2011-03-311-1/+6
| | | | I was mistaken - some previous opensim versions don't save this file first. Will have to bump iar version number and only check iars after the bump