| Commit message (Collapse) | Author | Age | Files | Lines |
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* should work - the last compile failure looks like a random glitch...
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this issue.
We need to update all child agents whenever the root agent crosses regions. The update
now includes child agents in common neighbours. This is so that those get updated with the
seeds of the new child agents that are spawned from the receiving region.
This also fixes some timing issues. We need to close child agents from the originating region
before we update child agents in the receiving region.
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Adds missing protocol pieces for EstablishAgentCommunication
event which allows the client to activate CAPS and the EQ for
child agents.
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TP more reliable again.
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loss of no copy attachments, as the client context/thread was terminating
before the save could complete.
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Next step of diva's TP fixes and HG support
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prevent adjacent sims from using identical Local IDs for the attachment
Thanks to Mana Janus (Hippo Viewer) for providing the crucial bit of
information, namely that, due to a bug in the viewer, adjacent sims can't
use the same local ids.
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* please say if this causes you a problem
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the scope of possible bugs - currently unused in the core code
* if this is being used then please say and we can see if there is a better accomodation of this
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Adds a new method to IClientAPI to allow adding message handlers
for GenericMessages (of which "autopilot" is one). Part 2 adds a
specific autopilot handler in ScenePresence.cs.
2) Removing unused variables and functions.
3) Simplifying the navigation logic in ScenePresence.cs. The
original patch was somewhat complex because it included orientation
logic for a future enhancement of orienting the avatar to point
towards the direction being walked. Currently this isn't working,
though, so I removed the orientation code, which leaves just the
smaller and hopefully simpler-to-understand movement code.
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animation when flying across borders
* Applies to both standalone and grid mode
* The slight retardation on border cross remains - this is a separate issue
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to a client.
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* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
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the internals of the permissions module adapter sane
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* 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
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root agent scene test
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libOMV.
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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
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* Minor client fixes
* Added the ability for a client to login without a UserProfile, allowing certain alternate clients to connect to the region.
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* 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
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* 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
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physical center of an avatar, for display purposes. This should keep the
avatar feet above ground visually in most cases. Tweaked for both height
extremes and various leg lengths. Improvements welcome
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SceneGraph to make it more descriptive of its intended function
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it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
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an avatar moves.
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making it catch a little too much, in principle
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* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
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* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
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* These are assigned when the object is attached to the scene
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Too many fixes to list.
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Included patch fixes error: Z and W terms in the quaternion were
swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>).
There is an issue with older prims: it seems their default sit
target was not always set to ZERO_ROTATION;
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Improves ScenePresence.cs for attachments when crossing boundaries
between regions.
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base point for the sort is 128,128,128, causing funny visuals
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* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
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the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
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* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
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