Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | Fix exception when using BasicPhysics | Robert Adams | 2011-08-19 | 1 | -2/+2 | |
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* | extend phantom flag regression test to toggle back off | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -0/+3 | |
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* | refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify. | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -25/+0 | |
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* | Add regression test for setting phantom status on a scene object. This is ↵ | Justin Clark-Casey (justincc) | 2011-08-05 | 1 | -4/+3 | |
| | | | | not yet complete. | |||||
* | Comment out SOP logging message I accidentally left in | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 | |
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* | refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -71/+86 | |
| | | | | that we don't have to look at it if it's not relevant | |||||
* | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+0 | |
| | | | | to reflect OpenSim standards. | |||||
* | Fix problem where sculpts were not getting physical proxies | Justin Clark-Casey (justincc) | 2011-07-22 | 1 | -2/+2 | |
| | | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595 | |||||
* | Tidy up a superfluous AddPrimShape override in PhysicsScene | Careminster Team | 2011-07-19 | 1 | -1/+0 | |
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* | On all undo/redo operations, consistently lock the undo object for ↵ | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -5/+1 | |
| | | | | everything, in order to avoid any deadlock issues. | |||||
* | If we store an undo, wipe anything already present on the redo stack | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -0/+3 | |
| | | | | | This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too. | |||||
* | stop redo throwing an exception if there is nothing to redo | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -10/+13 | |
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* | Fix undo when changing just the root prim's position in a linkset. | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -1/+1 | |
| | | | | | | 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. | |||||
* | comment out all kinds of debugging guff | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -6/+6 | |
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* | Fix undo of prim group rotation. | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -2/+2 | |
| | | | | | 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 | |||||
* | 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. |