Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Stop undo of just the root prim position in the linkset from shifting the ↵ | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -6/+6 |
| | | | | | | whole linkset. However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states. | ||||
* | Fix undo for resizing linksets | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -17/+25 |
| | | | | | | 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. | ||||
* | remove undo state storage in a few places where it's pointless | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -2/+0 |
| | | | | no functional effect - existing bugs still remain | ||||
* | Make various tweaks to undo code in an effort to get things working better. | Justin Clark-Casey (justincc) | 2011-07-18 | 1 | -33/+59 |
| | | | | | | | 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. | ||||
* | Use a standard generic system stack for the undo/redo stacks instead of our ↵ | Justin Clark-Casey (justincc) | 2011-07-18 | 1 | -2/+14 |
| | | | | | | | own homebrew. system stack also uses an array, so no performance penalty. Also exposes undo count and adds a test assertion for correct undo count after resize | ||||
* | refactor: group all the undo/redo code in SOP into one place for easier code ↵ | Justin Clark-Casey (justincc) | 2011-07-18 | 1 | -59/+62 |
| | | | | reading | ||||
* | Replace ifs in SOG.GroupResize() with Math.Min() | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -1/+17 |
| | | | | | 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. | ||||
* | refactor: replace scale limiting code with more elegant Math.Min calls | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -12/+6 |
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* | refactor: Push all part resize code down into SceneObjectPart.Resize() | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -1/+26 |
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* | minor: add a log warning if a sculpt/mesh async asset request returns no data | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -0/+4 |
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* | refactor: remove pointless sender != null tests, etc, in AssetReceived, ↵ | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -6/+9 |
| | | | | since the method called always belongs to the object that generated the request | ||||
* | Eliminate the pointless textured id argument to SculptTextureCallback | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -15/+6 |
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* | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -1/+8 |
| | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | ||||
* | Fix some local id issues in physics glue | root | 2011-07-15 | 1 | -12/+20 |
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* | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -1/+6 |
| | | | | | | 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. | ||||
* | Properly regenerate physics proxy when a mesh is resized. | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -0/+8 |
| | | | | This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting | ||||
* | refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -0/+34 |
| | | | | 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) | 2011-07-11 | 1 | -9/+19 |
| | | | | | | | 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: very minor space insertion | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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* | refactor: make argument to SOP.UpdatePrimFlags() more readable | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -14/+19 |
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* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -1/+0 |
| | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | ||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -0/+4 |
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* | Implement the latest mesh mechanism so that rezzing the uploaded mesh now ↵ | Justin Clark-Casey (justincc) | 2011-06-24 | 1 | -3/+6 |
| | | | | | | | works again. Many thanks to the aurora project for pioneering this. This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!). | ||||
* | Add localID to physical object creation functions. | Mic Bowman | 2011-06-15 | 1 | -2/+2 |
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* | minor: Add some commented out destructor logging messages for potential ↵ | Justin Clark-Casey (justincc) | 2011-06-10 | 1 | -0/+7 |
| | | | | | | future use. At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios. | ||||
* | Add PayPrice to serialization format Xml2 | Melanie | 2011-05-25 | 1 | -5/+4 |
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* | First pass at moving object property requests into a queue similar | Mic Bowman | 2011-04-13 | 1 | -9/+1 |
| | | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code. | ||||
* | Adjust the quanterions used in the rez coalsced object tests to get sensible ↵ | Justin Clark-Casey (justincc) | 2011-04-13 | 1 | -1/+8 |
| | | | | | | bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence. | ||||
* | Set filter to send proper rotations for root part | BlueWall | 2011-02-13 | 1 | -1/+1 |
| | | | | | | | This allows the root prim, alone or in a set, to send it's rotation. This fixes unsitting the avatar on sit-offsest type teleports where the sit target is in the root prim of a linkset. | ||||
* | Send object date to viewer in microseconds (Fixes mantis bug #3990) | Kevin Cozens | 2011-02-04 | 1 | -1/+2 |
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* | Trigger event with flag CHANGED_LINK when agent sits on objects that have ↵ | Marck | 2010-12-12 | 1 | -7/+0 |
| | | | | not a sit target defined. This fixes Mantis #4692. | ||||
* | Added some comments. Better than listening to the boring speaker... | Diva Canto | 2010-12-01 | 1 | -1/+4 |
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* | Let CHANGED_SHAPE trigger. This fixes Mantis #1844. | Marck | 2010-11-22 | 1 | -15/+2 |
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* | Added creator info across the board -- TaskInventoryItems and InventoryItems ↵ | Diva Canto | 2010-11-21 | 1 | -1/+6 |
| | | | | | | themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being. New migration in inventory table in order to make CreatorID varchar(255). | ||||
* | Global creator information working on MySQL DB and on load/save OARs. ↵ | Diva Canto | 2010-11-21 | 1 | -0/+51 |
| | | | | | | | Creator name properly shown on the viewer as first.last @authority. New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars. Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule. | ||||
* | Fix playing sound from HUDs | Melanie | 2010-11-05 | 1 | -0/+1 |
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* | Deleted all [XmlIgnore] from SOP, since those are meaningless now. | Diva Canto | 2010-10-17 | 1 | -55/+55 |
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* | .NET automagical serialization of SOPs replaced by manual serialization ↵ | Diva Canto | 2010-10-17 | 1 | -9/+6 |
| | | | | across the board. | ||||
* | Change the part for sound playback to be the root part / object UUID instead | Melanie | 2010-10-10 | 1 | -8/+8 |
| | | | | of the child prim because using the child prim plain doesn't work. | ||||
* | Formatting cleanup. | Jeff Ames | 2010-10-04 | 1 | -1/+1 |
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* | Add UUID to physics prim name parameter so that diagnostic messages can be ↵ | Justin Clark-Casey (justincc) | 2010-09-25 | 1 | -2/+2 |
| | | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on. | ||||
* | JustinCC is evil. f7b28dd3 broke script persistence. This fixes it. | root | 2010-09-16 | 1 | -1/+2 |
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* | Formatting cleanup. | Jeff Ames | 2010-09-12 | 1 | -11/+11 |
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* | If a scene object part UUID is changed (only possible when not in a scene), ↵ | Justin Clark-Casey (justincc) | 2010-09-07 | 1 | -2/+8 |
| | | | | then adjust the inventory items to point to the new uuid as well | ||||
* | Remove mono compiler warnings | Justin Clark-Casey (justincc) | 2010-08-26 | 1 | -14/+2 |
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* | refactor: Use SOP.Flags rather than SOP.ObjectFlags | Justin Clark-Casey (justincc) | 2010-08-13 | 1 | -6/+6 |
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* | File wants to be committed | Diva Canto | 2010-08-11 | 1 | -2/+2 |
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* | Changing prim color generates event CHANGED_COLOR. | Marck | 2010-08-10 | 1 | -0/+2 |
| | | | | 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) | 2010-08-10 | 1 | -4/+18 |
| | | | | | | every copied prim, not just the root This addresses http://opensimulator.org/mantis/view.php?id=4295 | ||||
* | Reduce number of paths in SOP code by setting flags via Flags property ↵ | Justin Clark-Casey (justincc) | 2010-08-10 | 1 | -15/+25 |
| | | | | | | | | rather than _flags Both ObjectFlags and Flags are effectively exactly the same property, except that ObjectFlags is uint and Flags is PrimFlags Both reference the PrimFlags _flags underneath, so you couldn't set a non PrimFlags uint anyway. Deprecated ObjectFlags in favour of Flags. |