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path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs (follow)
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* refactor: simplify EntityBase.IsDeleted propertyJustin Clark-Casey (justincc)2011-08-241-3/+3
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* add SOG helper properties IsPhantom, IsTemporary, etc. to improve code ↵Justin Clark-Casey (justincc)2011-08-241-20/+46
| | | | | | readability use these in some sog methods
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-1/+1
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-051-9/+13
| | | | not yet complete.
* refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-031-1/+1
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-1/+1
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* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-10/+1
| | | | | | | This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.
* Fix undo when changing just the root prim's position in a linkset.Justin Clark-Casey (justincc)2011-07-191-4/+6
| | | | | | I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected). Also, the double undo bug for resize is still present. Redo might be incredibly buggy, haven't even looked at that yet.
* refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-191-2/+2
| | | | consistency
* comment out all kinds of debugging guffJustin Clark-Casey (justincc)2011-07-191-15/+15
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* Fix undo for rotation of the root prim in a linkset on its own.Justin Clark-Casey (justincc)2011-07-191-6/+11
| | | | The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
* Fix undo of rotation of single prims in a linksetJustin Clark-Casey (justincc)2011-07-191-3/+5
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* Fix undo of prim group rotation.Justin Clark-Casey (justincc)2011-07-191-6/+13
| | | | | This isn't that great since I think I broke it a few commits earlier. Undo of rotation of individual prims in a linkset is still broken
* fix undo when resizing of non-root individual prims in a linksetJustin Clark-Casey (justincc)2011-07-191-3/+5
| | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
* Fix undo for resizing linksetsJustin Clark-Casey (justincc)2011-07-191-8/+15
| | | | | | This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim Resizing individual components of linksets is still dodgy. Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
* Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-181-13/+45
| | | | | | | Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed.
* Replace ifs in SOG.GroupResize() with Math.Min()Justin Clark-Casey (justincc)2011-07-161-13/+7
| | | | | Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize). Will get some more attention soon.
* remove now unncessary parts of SceneObjectGroup.Resize()Justin Clark-Casey (justincc)2011-07-161-21/+5
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* refactor: Push all part resize code down into SceneObjectPart.Resize()Justin Clark-Casey (justincc)2011-07-161-50/+0
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* refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-29/+32
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* eliminate unused and redundant SceneObjectGroup.AssetReceived()Justin Clark-Casey (justincc)2011-07-161-17/+0
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* fix build break from last commitJustin Clark-Casey (justincc)2011-07-161-1/+1
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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.