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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (unfollow)
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2009-01-02Use only one (static) (de-)serializer for (de-)serializing SOPs.Homer Horwitz1-3/+5
That improves performance drastically, at least for Mono, as the (de-)serializers can then be optimized (and won't use reflection anymore). On my system, before this change de-/serialization took ~9s/9s, whereas after the change it takes ~.5/.2s.
2009-01-02* Adding some recognizable and search-able test to some ↵Teravus Ovares1-2/+2
WriteLine(e.ToString()) messages so that when they occur, we can figure out what threw them.
2008-12-30Update svn properties, minor formatting cleanup.Jeff Ames1-1/+1
2008-12-26* Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares1-52/+230
* Thanks nlin! * To try it out, set ninja joints active in the ODEPhysicsSettings and use the example at: * http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz. * Don't forget to change the .tgz to .oar and load it with load-oar.
2008-12-23* minor: small documentation commentJustin Clarke Casey1-0/+7
2008-12-23* Remove IGesturesModules since it won't be very helpful without a client ↵Justin Clarke Casey1-2/+0
message anyway
2008-12-23* refactor: Replace part of SceneObjectPart with the identical sound playing ↵Justin Clarke Casey1-15/+5
code in the SoundModule
2008-12-22Thanks Gerhard for a patch that implements part 3 of VolumeDetection / ↵Dahlia Trimble1-1/+6
persistance
2008-12-20Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:Charles Krinke1-15/+81
On a call of llVolumeDetect(1) (or any other number !=0) volume detection is enabled. Together with VD, the phantom flag is set to the GUI. On a call of llVolumeDetect(0), vd detection is switched of again, also the phantom state is removed. On a call to llSetState(STATE_PHANTOM, false) while VD is active, also VD is switched off. The same is true for unchecking the phantom flag via GUI. This allows to take back VD without the need to script just by removing the phantom flag. Things missing in this patch: persistance of the volume-detection flag. This needs more discussion and will be included in another patch soon.
2008-12-20Fix Mantis#2878 for now by not resetting physical values on rez (only on ↵Homer Horwitz1-1/+1
switch). We still might have to split the rotational velocities into a physical and a non-physical part...
2008-12-19- Set acceleration and rotational velocity to 0, tooHomer Horwitz1-7/+10
- Pull it up a bit, so the physics is notified of it, too, before being switched off.
2008-12-19Stop prims that get non-physical. Fixes Mantis#2859.Homer Horwitz1-0/+7
2008-12-19Remove forgotten debug message from my last commit.Homer Horwitz1-1/+0
2008-12-19Reset Expire date for tempOnRez objects on rez. Fixes Mantis#2848Homer Horwitz1-4/+13
2008-12-18Make llSetAlpha and llSetTexture properly queue full updates, so changesMelanie Thielker1-1/+1
are visible right away
2008-12-17* Implement 'Save Object Back to My Inventory'. On the Linden client this ↵Justin Clarke Casey1-6/+43
is in the Tools menu available when editing an object * This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed object.
2008-12-15* minor: method documentation and miscellaneous tidyJustin Clarke Casey1-7/+8
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+62
ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-09* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares1-0/+8
* Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
2008-12-07* Tweaks physics so that linked prim are a single body. This will make ↵Teravus Ovares1-0/+6
linked prim more stable and probably the last obstacle to vehicles physics wise. * Fixed a bug that caused physics proxies to be scattered when you link an object. * Single physical prim work exactly the same as before, just linked physical prim will have changed.
2008-11-29Stop attachments from twisting away. Thismakes attachments phantom, whichMelanie Thielker1-4/+4
is the proper way to handle this
2008-11-27Fix build breakMelanie Thielker1-1/+1
2008-11-27And take away a now unnecessare swap elsewhere. We should not be swappingMelanie Thielker1-6/+1
them anywhere but at the point of transmission
2008-11-26Committing the LCO database layer. Native MySQL, no ADO. New reconnectMelanie Thielker1-1/+9
mechanism to prevent prim loss. Preserve link order on sim restart and drag copy. Fix drag-copied prims' inventories. Fix persistence of child prim inventories.
2008-11-25* Make a step on removing direct access to TaskInventoryDictionary from ↵Justin Clarke Casey1-3/+3
other packages
2008-11-25* Remove direct access to Inventory.SerialJustin Clarke Casey1-7/+11
2008-11-25* refactor: Establish an IEntityInventory interface for ↵Justin Clarke Casey1-1/+1
SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
2008-11-21Refactor: Scene.ExternalChecks -> Scene.Permissions. Also make allMelanie Thielker1-1/+1
the internals of the permissions module adapter sane
2008-11-21* Comment out unused access time method in MSSQLJustin Clarke Casey1-1/+0
* This should probably be being called in FetchAsset() instead as for all the other databases, but I lack the means to test MSSQL
2008-11-21* refactor: Rip out SOP inventory from the partial into a separate classJustin Clarke Casey1-19/+48
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life * A proper inventory interface to follow * Parallel changes for other inventory partial classes to follow at a later date
2008-11-21Update svn properties, minor formatting cleanup.Jeff Ames1-2/+2
2008-11-21* minor: Remove comparison of UUID struct against null picked up as a warningJustin Clarke Casey1-1/+1
2008-11-20From: Christopher Yeoh <cyeoh@au1.ibm.com>Sean Dague1-1/+3
Attached is a patch which fixes mantis bug 2645 where scripts in child prims freeze after being unlinked from the root prim. This got introduced some time after the 0.6 freeze. Have checked test suites pass even after nant clean ;-) http://opensimulator.org/mantis/bug_update_page.php?bug_id=2645 Also removes a redundant ResetIDs call Regards, Chris
2008-11-19Mantis#2656. Thank you kindly, Nlin for a patch that:Charles Krinke1-1/+36
Attached patch implements llCollisionSound. Thanks T. Sado.
2008-11-19Reapply r7369 r7367 r7366 r7370 r7381. This brings it back up to the newMelanie Thielker1-3/+3
libOMV.
2008-11-19Reverting the texture sending patch and the new libOMV. This makes thisMelanie Thielker1-3/+3
release a direct descendant of the stable 7364, with all the features and none of the issues. This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373 r7372 r7370 r7369 r7368 r7367 r7366
2008-11-17Set group on newly rezzed objects to the rezzer's (or rezzing object's)Melanie Thielker1-1/+2
group
2008-11-17* Update libOMV to r2359. This is necessary for the progressive texture patchJustin Clarke Casey1-3/+3
* Update libopenjpeg as well for this patch. * Appears to be okay on a very short sniff test * Source code will be placed in opensim-libs shortly
2008-11-17* Make sure that deleted objects do not send further object updates to the ↵Justin Clarke Casey1-15/+4
client
2008-11-17* Stop nulling SOG.m_rootPart and parts on object deletionJustin Clarke Casey1-8/+8
* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts will not be sent to the client * This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation * Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP * Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
2008-11-17Make object chat come from the root prim's center, rather than trying to makeMelanie Thielker1-9/+6
it come from a child prim position.
2008-11-17Back out the attachment location patch to debug a crashMelanie Thielker1-4/+5
2008-11-17Try to fix login crashMelanie Thielker1-5/+8
2008-11-17Add some null checksMelanie Thielker1-2/+2
2008-11-17Fix child prims in attachments chatting from near 0,0,0 rather than Melanie Thielker1-3/+3
the avatar position. Fixes "silent" child prim scripts
2008-11-16* Abstracted some methods from SceneObjectGroup to allow them to be ↵Adam Frisby1-1/+0
overridden more easily. Specifically object creation from XML.
2008-11-15Prevent NRE if you do a llSetStatus(STATUS_ROTATION...) on an object that ↵Homer Horwitz1-2/+5
isn't physical.
2008-11-11Prevent pieces from other people's HUDs from displaying at the center ofMelanie Thielker1-1/+2
every user's HUD
2008-11-10* refactor: clean up SOG xml2 reloading to reuse more codeJustin Clarke Casey1-2/+0
2008-11-10* Extend basic scene test to retrieve the object from the scene and match uuidsJustin Clarke Casey1-55/+2
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors