| Commit message (Collapse) | Author | Age | Files | Lines |
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services in order to extend unit tests for user and inventory information
* I can't spend any longer in trying to get Mono.Addins to work with the unit tests, so this is not a proper plugin at this time
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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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Closes a possible exploit with prims containing other prims
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sold/given prim to become full perm.
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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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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.
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other packages
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SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
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* This is Diva's hypergrid patch, as perviously discussed on the opensim-dev mailing list
* Applied some minor prebuild.xml jiggling to resolve a dependency issue
* Thanks Diva!
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* Entities should now in theory be lock-free externally.
* Other properties may cause blocking however[?].
* ScenePresence maintains separate locks so isn't fixed by this commit.
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locks.
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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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enable this.
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* Not referenced anywhere yet.
* Designed to replace Dictionary<UUID,EntityBase> within SceneGraph.Entities
* Allows indexed access and better handling of locks.
* Someone needs to implement IEnumerable on this before we can switch it over.
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longer to be deleted
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no extra cost
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have no entry set, part 1
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Attempt to reinstate the Object Entry flag in parcel settings
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the internals of the permissions module adapter sane
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* This should probably be being called in FetchAsset() instead as for all the other databases, but I lack the means to test MSSQL
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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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deleter by hand
* After the crank, assert that the object has now been removed from the scene
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things
* Deleting the object before the async to inventory is bad since if OpenSim crashes (or is shutdown!) in the time inbetween, then the object is lost
* Also now delete the object from the scene only after it has gone to inventory - in the old way there was still a race condition
* This is still not ideal since the 'deleted' object remains in the scene and probably could be manipulated. But this is better than the alternative
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the async stage.
* Last time I accidentally left the existing code in place that merely wiped the group from the client (but not the scene)
* Put in an incomplete 'delete object o inventory' test to assert that this happens
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* move the directory choice for plugins outside into RegionApplicationBase
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of bin/Physics
* This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
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root agent scene test
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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
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connection (though not yet an actual ScenePresence)
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Implementing "Play sound inworld". Currently a WIP .
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