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2008-03-23* Implements Oriented Bounding Box raytracing.Teravus Ovares1-20/+209
* 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.
2008-03-22Implements llLoopSound(), llStopSound(), and llAdjustSoundVolume(). alondria1-2/+16
2008-03-22* Committing some math to discover the Oriented Bounding Box and decomposing ↵Teravus Ovares1-0/+113
it into planes and normals. * No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
2008-03-21* Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares1-0/+7
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.
2008-03-19Fix server crash when setting prims physical under basic physics.Jeff Ames1-2/+6
2008-03-18Formatting cleanup.Jeff Ames1-26/+25
2008-03-17From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague1-1/+1
Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
2008-03-16* Fixed prim creation in basic physics mode. ( BasicPhysics returns null ↵Teravus Ovares1-3/+7
probably a lot more then it should? )
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 Casey1-4/+14
* 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/+11
* 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 guardlbsa711-0/+1
* Normalized some UUID handling * Compacted a few Contains/Add into Set
2008-03-14* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares1-1/+14
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-1/+2
2008-03-13* Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey1-5/+17
'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
2008-03-12Applied patch from mantis #749, Grass now stays to set type when moved. ↵MW1-2/+2
thanks Grumly57.
2008-03-10ODEPluginTeravus Ovares1-0/+16
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares1-0/+8
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-05Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague1-15/+15
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-04Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson1-1/+118
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.
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares1-1/+1
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+11
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.
2008-02-20Minor cleanup.Jeff Ames1-1/+1
2008-02-20* Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa711-1/+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/+3
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.
2008-02-16Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW1-2/+1
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!
2008-02-15* ODE Stability update 4 :D Teravus Ovares1-0/+5
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-12* This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares1-1/+17
of the permission masks or Locked status using the available checkboxes.
2008-02-12* various minuscule code convention conformance fixeslbsa711-1/+1
2008-02-12* Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares1-1/+24
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 Ovares1-9/+10
** 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.
2008-02-11* some refactoring on permissionslbsa711-50/+28
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-10* This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares1-4/+5
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* A lot of ugly permissions updates.Teravus Ovares1-5/+55
** 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.
2008-02-07* Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares1-1/+6
Remove the flag if you delete all of the scripts in the object.
2008-02-05Converted logging to use log4net.Jeff Ames1-8/+7
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-0/+78
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04First part of avatar persistence, currently only really works in standalone ↵MW1-0/+3
mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
2008-02-02* Fixed llSetTextureAnim to respect rate and Length and StartTeravus Ovares1-3/+3
2008-02-02* Added Full support for llSetTextureAnim. To ckrinke: Let the fountains ↵Teravus Ovares1-2/+41
of Wright Plaza flow! * Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
2008-02-02* Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares1-2/+10
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-01-22* I just love doing these substantial contributions.lbsa711-3/+3
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-97/+39
perms weirdness, let's all work together to find the real cause.
2008-01-18On reflection, HasGroupChanged is more appropriateJustin Clarke Casey1-2/+2
2008-01-18Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey1-2/+2
2008-01-18* Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa711-6/+1
hence always retuning false on GenericObjectPermission.
2008-01-17* Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares1-0/+15
before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17* Added and implemented the LSL changed event.Teravus Ovares1-5/+54
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
2008-01-16* Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey1-2/+6
region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
2008-01-16* Store task inventory when an object is taken into agent inventoryJustin Clarke Casey1-0/+13
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish