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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.
2008-03-08Thank you kindly, Ldviopeng for:Charles Krinke2-3/+21
Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
2008-03-07More spelling corrections in the spirit of r3771.Jeff Ames2-9/+9
2008-03-07* Minor spelling corrections as per mantis 712Justin Clarke Casey1-2/+2
2008-03-07* Temporary resolution for mantis #711Justin Clarke Casey1-10/+19
* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception. * Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
2008-03-06* Disabled ancient TerrainEngine.Adam Frisby5-131/+27
* Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-05* Removed more compiler warnings, dead code, etc.Adam Frisby2-6/+0
2008-03-05Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague7-37/+37
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-05* New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2-2/+2
reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
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.
2008-03-04* One line fix to get everything working again. Essentially set the ↵Teravus Ovares1-1/+0
originRegionID = RegionID in RegionInfo.cs on line 375
2008-03-04Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson6-19/+754
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 Ovares2-8/+39
* 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)
2008-03-03* Removed a bunch of compiler warnings.Adam Frisby1-1/+1
2008-03-03* Removed and sorted using clauses in a number of files.Adam Frisby2-3/+12
* Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
2008-03-02Change handler001 through handler009 to moreCharles Krinke7-87/+87
appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
2008-03-02Update names of handler010 through handler019Charles Krinke1-36/+36
to more appropriate names consistent with use.
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares3-4/+18
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.
2008-03-02Rename handler020 through handler029 with moreCharles Krinke1-28/+28
appropriate names consistent with their use.
2008-02-28* Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2-1/+15
root agent is on the instance and if so, which region the avatar's root agent is in.
2008-02-28* OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares1-1/+1
updates (fixed)
2008-02-27* Turned Friends Module into a shared module (to comply with ↵Teravus Ovares1-1/+6
Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
2008-02-27UserService.ClearAgent call is no longer made when a childagent connection ↵MW1-6/+5
is being closed. DisableSimulatorPacket now skips the packet throttles
2008-02-25* Caught HttpListenerException and swallowed if with outputlbsa711-2/+2
* Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2-6/+22
* 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* Converted the last of the events to the private delegate instance method ↵Teravus Ovares1-18/+32
to avoid race conditions.
2008-02-22* Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares5-9/+21
instances to prevent event race conditions
2008-02-22* Moved the EventManager over to delegate instances to prevent race conditions.Teravus Ovares1-49/+104
2008-02-20* Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey1-5/+16
an asset back from the cache
2008-02-20* Eliminate AssetCache.CopyAsset()Justin Clarke Casey1-32/+26
* Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
2008-02-20* Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey1-1/+1
data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
2008-02-20Minor cleanup.Jeff Ames12-23/+15
2008-02-20* Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2-2/+7
* This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
2008-02-20* re-enabled AssetNotFound codelbsa711-77/+80
* turned script asset fetching asynchronous
2008-02-20* Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa713-5/+3
scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
2008-02-20* Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares3-9/+66
* Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
2008-02-20* Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares4-1/+55
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.
2008-02-18* Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares1-3/+9
was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
2008-02-18* Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares1-1/+8
fix to the b*stard Sakai issue.
2008-02-18Thank you very much Ahzzmandius for adding the supportCharles Krinke2-0/+47
to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-4/+16
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
2008-02-16Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW4-53/+62
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!
2008-02-16Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW3-8/+48
so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
2008-02-15* ODE Stability update 4 :D Teravus Ovares3-23/+40
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-15Resolve mantis #572 - terrain help printed multiple times when change-region ↵Justin Clarke Casey1-0/+6
has not been invoked
2008-02-15Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not ↵MW1-0/+1
being persisted.
2008-02-14* Removed some catch-all-ignores from UDPServer in an attempt to look for #305.Adam Frisby1-0/+2
* Minor work towards abstracting terrain.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby4-28/+23
* 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.