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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Added missing reference to OpenSim.Framework.Communications to ↵Adam Frisby2008-04-211-602/+602
| | | | RemoteAdminPlugin to fix a compile error introduced by the Radmin patch.
* * Various compiler warning cleanups.Adam Frisby2008-04-211-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+0
| | | | (this took a while to run).
* * Updates LSL2CS converterTeravus Ovares2008-04-201-0/+135
| | | | | | | | | * All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
* Thank you kindly krtaylor for a patch to solve:Charles Krinke2008-04-191-1/+43
| | | | | | Linked objects won't scale together properly, only the root object scales. This happens with scaling both up and down or inputting numbers in the edit dialog.
* * Added lock persistenceTeravus Ovares2008-04-181-3/+4
| | | | | * Temporarily disabling click+drag+move for non physical things until more experimenting is done to figure out how to get a sideways hand cursor in the client.
* * Nasty hack to reduce the incidence of spurious exceptions where a user ↵Justin Clarke Casey2008-04-071-3/+4
| | | | | | | | deletes a newly rezzed object before the persistence thread gets to it from its queue. * This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
* * Okay you can put down your pitchforks - this patch should fix rezzing of ↵Justin Clarke Casey2008-04-071-26/+36
| | | | | | | | | | | items (with inventory) on Windows * Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation * Also, an xml exception no longer crahes the client session * Leaving in debugging lines in case there are further problems * Not yet tested on Linux, though I'm just about to.
* * I XmlIgnored the TaskInventory Property as a temporary measure. Taking ↵Teravus Ovares2008-04-071-1/+1
| | | | things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
* * Removing debugging goo for mantis 854 since the fix is reported to work.Justin Clarke Casey2008-04-041-1/+1
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* * Attempted resolution for mantis 854Justin Clarke Casey2008-04-031-0/+3
| | | | | | * Also adds more temporary debugging goo in case the fix didn't work
* * Add some temporary task inventory item inflation debug messages to ↵Justin Clarke Casey2008-04-021-1/+1
| | | | investigate mantis 854
* * Fix for mantis #678Justin Clarke Casey2008-04-011-1/+4
| | | | | | * Shift copied prims should now keep the script in both prims over region startups
* * Refactored out circular reference in Region.Environment <-> ↵lbsa712008-03-251-9/+5
| | | | | | | Framework.Data.Base We REALLY need to get the db layer sorted soon...
* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+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.
* * Added a little more stability for getting the object list from the parcel ↵Teravus Ovares2008-03-231-2/+14
| | | | | | | box. (previously it crashed my simulator) * Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
* * Implements Oriented Bounding Box raytracing.Teravus Ovares2008-03-231-1/+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.
* * Removed more encoding faults.Adam Frisby2008-03-211-3/+0
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* * Converted a large number of ASCII encodings to UTF8.Adam Frisby2008-03-211-1/+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.
* * Add a large amount of extra locking to m_parts in SceneObjectGroup Justin Clarke Casey2008-03-181-125/+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...
* * Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey2008-03-181-0/+11
| | | | is deleted from the region
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* * Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey2008-03-141-12/+1
| | | | | | | | prim at a time. * Teaches me not to say stuff like 'this is now working'
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-141-1/+1
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-3/+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
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-1/+7
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * Added null root part guardlbsa712008-03-141-1/+9
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-0/+47
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+3
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* * Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey2008-03-131-2/+4
| | | | delink prim updates is low priority
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-3/+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
* * Fix mantis 757.Justin Clarke Casey2008-03-121-5/+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.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-13/+13
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* this is probably just a band aid, but should at leastSean Dague2008-03-041-3/+9
| | | | | | | help figure out where my last crash came from by being extra careful arround Add for scene object group.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+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.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-2/+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.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+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.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+4
| | | | instances to prevent event race conditions
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-201-2/+0
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-0/+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.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-22/+19
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-1/+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.
* * Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)Justin Clarke Casey2008-02-131-5/+16
| | | | | | * Many thanks to alex_carnell for the necessary information for this
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-1/+1
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+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.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-3/+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.
* * Added some connection debugginglbsa712008-02-111-1/+1
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* * some refactoring on permissionslbsa712008-02-111-1/+1
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-6/+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.