aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Implements Oriented Bounding Box raytracing.Teravus Ovares2008-03-231-30/+35
| | | | | | * It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
* *Moved LandManagement into its own region module (spiffy!)mingchen2008-03-221-61/+27
|
* * Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares2008-03-211-1/+32
| | | | | | | | | vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
* * First draft resolution of mantis 777, 734, 389 - scripts do not save in ↵Justin Clarke Casey2008-03-201-46/+54
| | | | | | | | | | | | non-home regions * Should work in multi-region standalone and grid modes * This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc) * We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master * Current limitation is that this will only work if your http_listener_port is 9000 * This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-191-8/+29
| | | | | | | * This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue * For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* Formatting cleanup.Jeff Ames2008-03-181-65/+65
|
* Formatting cleanup.Jeff Ames2008-03-181-26/+26
|
* * DEV: Remove client's CAPS handlers object when they log outJustin Clarke Casey2008-03-171-1/+6
|
* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-171-1/+1
|
* Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should ↵MW2008-03-151-0/+1
| | | | | | | now show up. Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
* * You can leave godmode if you want now.Teravus Ovares2008-03-141-2/+3
| | | | | * Fixed a compile error.
* * Put back a comment I just inexplicably zappedJustin Clarke Casey2008-03-131-1/+1
|
* Just a few commentsJustin Clarke Casey2008-03-131-1/+5
|
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-1/+1
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-0/+24
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-121-30/+30
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-081-0/+16
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* More spelling corrections in the spirit of r3771.Jeff Ames2008-03-071-5/+5
|
* * Minor spelling corrections as per mantis 712Justin Clarke Casey2008-03-071-2/+2
|
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-061-74/+10
| | | | | | | * Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-051-4/+0
|
* * New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2008-03-051-1/+1
| | | | | | | | | | | reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
* * One line fix to get everything working again. Essentially set the ↵Teravus Ovares2008-03-041-1/+0
| | | | originRegionID = RegionID in RegionInfo.cs on line 375
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-10/+45
| | | | support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-031-2/+2
| | | | | | | | | | * Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-2/+2
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-271-1/+6
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* UserService.ClearAgent call is no longer made when a childagent connection ↵MW2008-02-271-6/+5
| | | | | | | is being closed. DisableSimulatorPacket now skips the packet throttles
* * Caught HttpListenerException and swallowed if with outputlbsa712008-02-251-2/+2
| | | | | | | | * Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-201-1/+25
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-1/+14
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Thank you very much Ahzzmandius for adding the supportCharles Krinke2008-02-181-0/+2
| | | | | | to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-161-4/+8
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW2008-02-161-7/+7
| | | | so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-1/+16
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not ↵MW2008-02-151-0/+1
| | | | being persisted.
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-12/+12
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax!lbsa712008-02-141-4/+33
|
* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-0/+7
|
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
|
* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-1/+1
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* Clean up more unnecessary String.Format callsJeff Ames2008-02-131-10/+6
|
* * Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey2008-02-131-0/+2
| | | | | | * This may or may not help with the memory leak, need to assess
* * Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey2008-02-131-1/+0
| | | | | | | | * Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others * I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you. * Add/correct comments
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-11/+11
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-3/+12
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+5
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-4/+4
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-44/+70
| | | | | * Backup your database just in case.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-101-0/+2
|