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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-291-1/+1
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-291-79/+9
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* fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv2012-10-291-9/+8
| | | | from the root prim rather than the source prim
* Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv2012-10-291-10/+8
| | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner
* removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv2012-10-291-8/+0
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* transposing preload sound onto sound moduleSignpostMarv2012-10-291-31/+0
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* formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv2012-10-291-34/+34
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* SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv2012-10-291-4/+4
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* Changing the logic order in the TaskInventory iterator of ↵SignpostMarv2012-10-291-1/+1
| | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
* Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv2012-10-291-4/+1
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* normalize quaternion.Slerp outputsUbitUmarov2012-10-191-0/+1
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Remove extraneous calls to the now commented CheckSculptAndLoadMelanie2012-10-181-24/+0
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-181-12/+16
| | | | | | now Signed-off-by: Melanie <melanie@t-data.com>
* Add bool to TriggerSceneObjectPartUpdated where full = true indicates a full ↵Dan Lake2012-10-051-2/+2
| | | | update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
* Add MaxPrimsUndo config setting to [Startup] section of OpenSim.ini.Justin Clark-Casey (justincc)2012-09-271-6/+6
| | | | | | This controls how many undo steps the simulator will store for each prim. Default is now 20 rather than 5 as it briefly was. The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
* Don't store undo states if a scene object is manipulated when it is not in a ↵Justin Clark-Casey (justincc)2012-09-261-3/+3
| | | | | | scene. Adds regression test for this.
* refactor: Change control structures in SOP.StoreUndoState() to reduce nesting.Justin Clark-Casey (justincc)2012-09-261-45/+43
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* Make it possible to rescale SOGs when they are not in a scene.Justin Clark-Casey (justincc)2012-09-261-8/+12
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* Enforce existing 5 action hardcoded undo limit.Justin Clark-Casey (justincc)2012-09-261-26/+33
| | | | | | | This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source. This commit enforces that limit, which will soon become configurable. Regression test for undo limit added Should help with http://opensimulator.org/mantis/view.php?id=6279
* Add basic undo/redo regression tests.Justin Clark-Casey (justincc)2012-09-261-6/+6
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* Fix bad child prim permissions that can make objects change perms after rezzingMelanie2012-08-241-0/+21
| | | | Port from Avination
* refactoring out SetFaceColorSignpostMarv2012-08-201-52/+15
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* making use of implicit operators and Util.Clip handling of Vector3SignpostMarv2012-08-201-21/+26
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* single operation for PRIM_COLORSignpostMarv2012-08-201-0/+49
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* fix typoSignpostMarv2012-08-201-1/+1
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* fixing bug that get/set the wrong property for prim types other than sphere ↵SignpostMarv2012-08-171-1/+2
| | | | & box
* implementedSignpostMarv2012-08-171-0/+50
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* Correct an exception report in SceneObjectPart so it outputs the stack.Robert Adams2012-08-151-1/+1
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* enables configurable minimum sizes for physical & non-physical primsSignpostMarv2012-08-151-7/+6
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* ImprovedTerseObjectUpdate packet does not support shape updates, thus ↵SignpostMarv2012-08-031-1/+1
| | | | scheduling terse updates will not (and does not) update shape information in the viewer
* Many explanitory comments added to the link and delink code inRobert Adams2012-07-111-8/+20
| | | | SOG and SOP. Should have no functionality changes.
* refactor: move management of SOP.SitTargetAvatar into SOP.AddSittingAvatar() ↵Justin Clark-Casey (justincc)2012-07-101-0/+6
| | | | and SOP.RemoveSittingAvatar()
* Revert "refactor: Add SOP.IsSitTargetOccupied to improve readability"Justin Clark-Casey (justincc)2012-07-101-6/+1
| | | | | This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2. On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
* refactor: Add SOP.IsSitTargetOccupied to improve readabilityJustin Clark-Casey (justincc)2012-07-101-1/+6
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* Move common code to detect whether a part has a valid sit target into a SOP ↵Justin Clark-Casey (justincc)2012-07-101-0/+15
| | | | | | | property rather than being repeated in SP. This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical. Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
* Fix recent SOP.GetSittingAvatars() to return null if there are no sitting ↵Justin Clark-Casey (justincc)2012-07-101-2/+12
| | | | | | avatars rather than throwing an exception. Extends sitting avatar regression tests to test new sitters information
* Do not allow a script to attach a prim if its being sat upon.Justin Clark-Casey (justincc)2012-07-091-7/+91
| | | | | | This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar. This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar. Recording HashSet is null if there are no sitting avatars in order to save memory.
* refactor: use SOG.HasPrivateAttachmentPoint in SOP.SendTerseUpdateToClient() ↵Justin Clark-Casey (justincc)2012-06-201-2/+3
| | | | instead of attachmentpoint magic numbers.
* minor: If logging because mesh/sculpt data isn't present for an object, log ↵Justin Clark-Casey (justincc)2012-06-201-1/+1
| | | | object UUID rather than local id, since UUID doesn't potentially vary between simulator starts.
* Add SOG.HasPrivateAttachmentPoint to tell if a SOG has a private attachment ↵Justin Clark-Casey (justincc)2012-06-141-2/+3
| | | | | | | | point. HUDs attachment points are private. Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations. This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs. It appears this is no longer true with Neck and Root (Avatar Center)
* Fix collision filtering. The filter should be checked on the receiving part!Melanie2012-05-291-9/+9
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-05-151-501/+184
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| * Guard against null root part on SQLite. This really needs to be fixed so SQLiteMelanie2012-05-151-1/+1
| | | | | | | | loads roots before children like MySQL does.
| * Try to fix sqlite breakageMelanie2012-05-151-0/+3
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| * Port Avination's collision fixes to core.Melanie2012-05-151-501/+181
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* | Fix issue where loading OARs could sometimes result in link numbers being ↵Justin Clark-Casey (justincc)2012-05-151-1/+12
|/ | | | | | | | | | reordered. This was because the parts in scene objects were sometimes not serialized in link order. This is perfectly fine since the parts still have the right link numbers, but an extra fix to adjust for this had not been done in the SerialiserModule methods that OAR loading used. Add regression test for same. Addresses http://opensimulator.org/mantis/view.php?id=5948, http://opensimulator.org/mantis/view.php?id=5749
* Remove physics actor related race conditions in SetVehicleFlags() and ↵Justin Clark-Casey (justincc)2012-05-091-7/+9
| | | | | | SetPhysicsAxisRotation() sop.PhysActor can currently become null at any time.
* Fix bug where setting phantom on a prim would result in a server log message ↵Justin Clark-Casey (justincc)2012-04-221-3/+6
| | | | | | | | rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
* Add regression test for prim status when root prim in a new linkset is ↵Justin Clark-Casey (justincc)2012-04-211-1/+1
| | | | non-physical
* Add TestSetPhysics() to SOP status testsJustin Clark-Casey (justincc)2012-04-211-3/+6
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