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path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs (follow)
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* remove the need to supply SceneObjectGroup.GroupResize() with a localId.Justin Clark-Casey (justincc)2011-07-161-130/+131
| | | | This is utterly pointless scene we already know which sog we're dealing with.
* Add very basic test for resizing a scene object with one primJustin Clark-Casey (justincc)2011-07-161-1/+2
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* If resized shape is a mesh/sculpt, leave it to the mesh asset callback to ↵Justin Clark-Casey (justincc)2011-07-161-2/+8
| | | | | | trigger the physics actor taint. In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
* Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-161-0/+12
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* Fix some local id issues in physics glueroot2011-07-151-2/+2
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* fix duplication of physical objects for physics engines that care about the ↵Robert Adams2011-07-151-6/+6
| | | | initial value of localID
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-1/+1
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that ↵Justin Clark-Casey (justincc)2011-07-111-17/+15
| | | | actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-111-0/+3
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+8
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* Add localID to physical object creation functions.Mic Bowman2011-06-151-1/+1
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* Add the PhysActor to the correct SOP when duplicating a physicalMic Bowman2011-06-151-4/+9
| | | | prim. Thanks, MisterBlue
* minor: Add some commented out destructor logging messages for potential ↵Justin Clark-Casey (justincc)2011-06-101-0/+5
| | | | | | future use. At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
* Allow disabling the legacy backup mechanism to avoid the object clone ifMelanie2011-05-241-1/+1
| | | | backup is not used.
* Minor correction to yesterday's changes. Make normal prim crossing (no ↵Diva Canto2011-04-291-2/+0
| | | | attach) work well again.
* Fatpack message on agent transfers: 1 message only (UpdateAgent) containing ↵Diva Canto2011-04-281-0/+2
| | | | the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
* Merge branch 'master' into test-merge0418Mic Bowman2011-04-181-7/+14
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| * simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)2011-04-141-7/+14
| | | | | | | | this change makes it possible to set an absolute position on a group before it is put into a scene.
* | First pass at moving object property requests into a queue similarMic Bowman2011-04-121-4/+6
|/ | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-0/+2
| | | | | This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
* Change some text to make the autoreturn mechanism more obvious, and align ↵Justin Clark-Casey (justincc)2011-04-051-2/+4
| | | | with the fact that it's one word rather than two.
* Only force prim persistence before delete if the prim is the result of an ↵Justin Clark-Casey (justincc)2010-12-031-2/+13
| | | | | | unpersisted delink This considerably improves delete performance for objects with large linksets
* Let CHANGED_SCALE also trigger when editing prims and linksets with the ↵Marck2010-11-221-0/+2
| | | | | | viewer's edit tools. This event used to trigger only when the scale was changed with a script.
* Change the way attachments are persisted. Editing a worn attachment will nowMelanie2010-11-161-2/+4
| | | | | | | save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching.
* Fix autoreturn to not return zero objectsMelanie2010-10-071-6/+2
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* Plumb the path for multiple object deletesMelanie2010-10-061-2/+6
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* Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-251-1/+1
| | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-211-2/+6
| | | | | | | | scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
* Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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* Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-161-818/+591
| | | | MapAndArray collection
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-151-1/+1
| | | | code readability
* Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+17
| | | | | | | | scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
* Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | This can get very spammy with regularly changing objects. Please uncomment if required.
* MergedJohn Hurliman2010-09-121-9/+9
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| * Formatting cleanup.Jeff Ames2010-09-121-9/+9
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-121-1/+1
|/ | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-111-1/+1
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* Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-101-9/+2
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* Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-071-17/+25
| | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2010-09-061-3/+2
| | | | | Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
* refactor: move SOG.AttachToAgent() into AttachmentsModuleJustin Clark-Casey (justincc)2010-09-011-71/+0
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* Improve liveness by operating on list copies of SOG.Children where appropriateJustin Clark-Casey (justincc)2010-08-281-23/+27
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* replace m_parts.Count linknum with 0 in CopyRootPart since m_parts.Count is ↵Justin Clark-Casey (justincc)2010-08-261-1/+1
| | | | always 0 (and any other number would cause an error anyway)
* Improve consistency of locking for SOG.m_parts in order to avoid race ↵Justin Clark-Casey (justincc)2010-08-261-52/+79
| | | | conditions in linking and unlinking
* If setting SOG.UUID, update the SOG.m_parts index as well as the root part UUIDJustin Clark-Casey (justincc)2010-08-251-1/+10
| | | | Being able to change a SOG.UUID is useful for region modules that want to supply their own UUID, before the object is rezzed
* refactor: Use SOP.Flags rather than SOP.ObjectFlagsJustin Clark-Casey (justincc)2010-08-131-3/+3
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* Removed abstract SetText method from EntityBase to make cleaner API.Mikko Pallari2010-08-101-1/+1
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* On shift-copy of an object, set up a new physics actor (as appropriate) for ↵Justin Clark-Casey (justincc)2010-08-101-19/+19
| | | | | | every copied prim, not just the root This addresses http://opensimulator.org/mantis/view.php?id=4295
* minor: Remove overly verbose schedule full update log message for attachmentsJustin Clark-Casey (justincc)2010-08-071-2/+2
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* add userExposed parameter to part copy eventJustin Clark-Casey (justincc)2010-07-281-0/+1
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