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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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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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* Rather than having a FromFolderID property on every single prim and only ↵Justin Clark-Casey (justincc)2012-04-071-2/+0
| | | | | | ever using the root prim one, store on SOG instead. This reduces pointless memory usage.
* Store FromItemID for attachments once on SOG instead of on every SOP and ↵Justin Clark-Casey (justincc)2012-04-071-2/+0
| | | | | | only ever using the root part entry. This eliminates some pointless memory use.
* refactor: Eliminate unnecessary SOP.m_physActorJustin Clark-Casey (justincc)2012-04-061-10/+1
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* Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene ↵Justin Clark-Casey (justincc)2012-04-061-3/+13
| | | | | | | | or attachments. Return relative position to root prim rather than 0,0,0. Should fix same issue with llGetLocalPos() http://opensimulator.org/mantis/view.php?id=5951
* remove possible PhysActor unexpectedly null race conditions when changing ↵Justin Clark-Casey (justincc)2012-04-031-57/+74
| | | | | | prim collision status factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
* Eliminate race condition where many callers would check SOP.PhysicsActor != ↵Justin Clark-Casey (justincc)2012-04-031-91/+116
| | | | | | | | null then assume it was still not null in later code. Another thread could come and turn off physics for a part (null PhysicsActor) at any point. Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs No obvious reason for doing that copy - nothing else does it.
* Always zero the PhysActor on dupes to prevent side effects on the orignal primMelanie2012-03-071-4/+1
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* Fix:OmegaX, OmegaY and OmegaZ not saved for child prims ↵PixelTomsen2012-02-191-3/+3
| | | | | | http://opensimulator.org/mantis/view.php?id=5893 Signed-off-by: nebadon <michael@osgrid.org>
* In ObjectTortureTests, run garbage collector on Teardown and run scene loop ↵Justin Clark-Casey (justincc)2012-02-151-0/+3
| | | | | | | | | | | update when scene objects have been deleted. At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references. Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests. In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph. These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate). However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure. This change hasn't yet been applied to the other stress tests.
* Remove debug logging if physics actor is null in SOP.ApplyPhysics()Justin Clark-Casey (justincc)2012-02-071-5/+1
| | | | This is not valid in the case of BasicPhysics which can return a null PhysicsActor (though I think it should really return a do-nothing PhysicsActor).