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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (unfollow)
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2008-03-25* Refactored out circular reference in Region.Environment <-> ↵lbsa711-9/+5
Framework.Data.Base We REALLY need to get the db layer sorted soon...
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+21
* It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
2008-03-23* Added a little more stability for getting the object list from the parcel ↵Teravus Ovares1-2/+14
box. (previously it crashed my simulator) * Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
2008-03-23* Implements Oriented Bounding Box raytracing.Teravus Ovares1-1/+3
* 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.
2008-03-21* Removed more encoding faults.Adam Frisby1-3/+0
2008-03-21* Converted a large number of ASCII encodings to UTF8.Adam Frisby1-1/+2
* We should not be using ASCII anywhere except for legacy compatibility reasons. * A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT * This should fix Mantis#799 - Japanese Profile Text does not work.
2008-03-18* Add a large amount of extra locking to m_parts in SceneObjectGroup Justin Clarke Casey1-125/+235
* Should help stop any InvalidOperationExceptions caused by concurrent read/write * The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
2008-03-18* Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey1-0/+11
is deleted from the region
2008-03-18Formatting cleanup.Jeff Ames1-26/+25
2008-03-14* Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey1-12/+1
prim at a time. * Teaches me not to say stuff like 'this is now working'
2008-03-14* Minor - error message should be a warning. SpellingJustin Clarke Casey1-1/+1
2008-03-14* The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey1-3/+26
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
2008-03-14* As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey1-1/+7
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
2008-03-14* Added null root part guardlbsa711-1/+9
* Normalized some UUID handling * Compacted a few Contains/Add into Set
2008-03-14* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares1-0/+47
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-0/+3
2008-03-13* Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey1-2/+4
delink prim updates is low priority
2008-03-13* Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey1-3/+11
'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
2008-03-12* Fix mantis 757.Justin Clarke Casey1-5/+7
* 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.
2008-03-05Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague1-13/+13
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-04this is probably just a band aid, but should at leastSean Dague1-3/+9
help figure out where my last crash came from by being extra careful arround Add for scene object group.
2008-03-02Change handler001 through handler009 to moreCharles Krinke1-4/+4
appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-2/+5
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.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-0/+8
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-22* Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares1-2/+4
instances to prevent event race conditions
2008-02-20Minor cleanup.Jeff Ames1-1/+1
2008-02-20* Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa711-2/+0
scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
2008-02-20* Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares1-0/+5
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.
2008-02-15* ODE Stability update 4 :D Teravus Ovares1-22/+19
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-1/+1
* 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.
2008-02-13* Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey1-5/+16
* Many thanks to alex_carnell for the necessary information for this
2008-02-12* Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares1-1/+1
other side now, assuming the region on the other side has physical prim enabled.
2008-02-12* A bunch of updates to make things more smooth.Teravus Ovares1-1/+4
** 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.
2008-02-12* This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares1-3/+9
object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
2008-02-11* Added some connection debugginglbsa711-1/+1
2008-02-11* some refactoring on permissionslbsa711-1/+1
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-11* Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares1-6/+9
* 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.
2008-02-11* um, Prim crossings? Experimental.Teravus Ovares1-15/+8
* Backup your database just in case.
2008-02-10* This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares1-10/+2
bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
2008-02-10* Added support for delinking individual prim from a linkset.Teravus Ovares1-0/+7
2008-02-10* A lot of ugly permissions updates.Teravus Ovares1-0/+9
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
2008-02-10Clean up logging calls using String.Format explicitlyJeff Ames1-3/+3
2008-02-08refactor - remove unused m_children from EntityBaseJustin Clarke Casey1-2/+0
2008-02-06* Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares1-0/+12
* Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
2008-02-05Converted logging to use log4net.Jeff Ames1-2/+2
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-6/+38
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-2/+2
perms weirdness, let's all work together to find the real cause.
2008-01-21* Make object persistence more granular by separating prim and prim ↵Justin Clarke Casey1-2/+7
inventory persistence
2008-01-18On reflection, HasGroupChanged is more appropriateJustin Clarke Casey1-10/+10
2008-01-18Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey1-8/+12