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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* Reinsert PhysicsActor variable back into SOP.SubscribeForCollisionEvents() ↵Justin Clark-Casey (justincc)2013-07-131-8/+12
| | | | | | | | in order to avoid a race condition. A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing. If this is now impossible please revert - just adding this now whilst I remember. Also makes method comment into proper method doc.
* Centralize duplicated code in SceneObjectPart for subscribing toRobert Adams2013-07-111-54/+43
| | | | | collision events. Improve logic for knowing when to add processing routine to physics actor.
* minor: remove mono compiler warnings related to keyframe codeJustin Clark-Casey (justincc)2013-07-081-2/+0
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* Try to normalize the creatorData of scene object parts with the trailing ↵Diva Canto2013-07-061-0/+4
| | | | '/'. What a nightmare this '/' is!
* * Adds KeyFrameMotion storage support to SQLite, just a note, seems that ↵teravus2013-06-111-2/+3
| | | | | | | there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this. * Has a prim table migration.. that might take a while, hold on to your hats. * Fixes a null-ref when shutting down while keyframed motion is active.
* Hook up Keyframe motion to almost everything. Failing to cross a sim borderMelanie2013-06-061-0/+15
| | | | may yield unexpected results in some cases. No database persistence yet,
* Fix issue where llSetPayPrice on either one of a clone prim in the same ↵Justin Clark-Casey (justincc)2013-05-241-0/+2
| | | | | | | OpenSimulator session would change the prices on both prims. This is because the PayPrice array refernence was being memberwise cloned and not the array itself. Addresses http://opensimulator.org/mantis/view.php?id=6639
* Implement llSetSoundQueueing().Justin Clark-Casey (justincc)2013-05-221-1/+9
| | | | | | This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results
* Materials-capable viewers send ImageUpdate packets when updating materials ↵dahlia2013-04-191-11/+35
| | | | that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed.
* Allow changes to TextureEntry to propagate to viewers when MaterialID changesdahlia2013-04-171-0/+2
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* Fix minor race condition in SOP.SitTargetOrientationLL where inconsistent ↵Justin Clark-Casey (justincc)2013-04-031-11/+2
| | | | values could be returned if the sit orientation was changed whilst the property was being fetched.
* Use consistent GroupPosition value Make SOP.UpdateGroupPosition() rather ↵Justin Clark-Casey (justincc)2013-04-031-5/+6
| | | | than one that could change whilst the method is being executed.
* fix minor race condition in SOP.SitTargetPositionLL where inconsistency ↵Justin Clark-Casey (justincc)2013-04-031-1/+1
| | | | could occur if the sit target position changed whilst the property was fetched
* minor: Make SOP.UpdateOffset() more consistent by checking against the same ↵Justin Clark-Casey (justincc)2013-04-031-7/+7
| | | | old OffsetPosition rather than one which may vary if it simultaneously changes.
* Fix minor race condition where SOP.GetGeometricCenter() and ↵Justin Clark-Casey (justincc)2013-04-021-4/+4
| | | | | | GetCenterOfMass() could return results which were never the case if these values were changed whilst the method was running No need to create new Vector3s since these are structs.
* Export permission, part two. Setting export perms for textures and clothing ↵Melanie2013-03-311-7/+22
| | | | | | works. Setting perms for prims also works but they don't propagate correctly yet. NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
* Fix bug where CHANGED_REGION and/or CHANGED_TELEPORT weren't firing for ↵Justin Clark-Casey (justincc)2013-03-291-0/+4
| | | | | | | | scripts in attachments. This was because the script resumption in AttachmentsModule was firing the attach event instead. Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal. This is to resolve http://opensimulator.org/mantis/view.php?id=6578
* Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-261-0/+1
| | | | with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* Remove unnecessary instation of DOMap() in SOP from commit 5c53660 since ↵Justin Clark-Casey (justincc)2013-03-131-1/+0
| | | | this is being done lazily
* Add prototype dynamic objects map for scene object partsJustin Clark-Casey (justincc)2013-03-131-0/+22
| | | | | | | | | This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes. This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes. This commit adds a DOExampleModule to demonstrate/evolve this code. Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap. DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later. These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.
* * Apparently, sometimes texture entries come in from the wire with no ↵teravus2013-03-081-0/+17
| | | | default texture defined.. so apply better fallback protection against that. The net result is clients will have their selected textures set when they would have previously had an ignored exception.
* Add EventManager events triggered when a SOP is added or removedRobert Adams2013-02-141-0/+2
| | | | from the physical scene. Invocations added in SceneObjectPart.
* Actually plumb the new values to physics.Melanie2013-02-071-0/+20
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* Add some more code from Avination. This changes physics actor stuff aroundMelanie2013-02-071-37/+152
| | | | to work with the new params. Not actually plumbed just yet.
* Plumb the path from the client to the extra physics params and backMelanie2013-02-071-0/+1
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* Revert "Add plumbing for physics properties to get to the physics engine."Melanie2013-02-071-50/+6
| | | | This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
* Add plumbing for physics properties to get to the physics engine.Robert Adams2013-02-071-6/+50
| | | | Addition of entries to PhysicsActor and setting code in SceneObjectPart.
* Rename "Bounciness" to "Restitution"Melanie2013-02-071-3/+3
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* Partial port of Avination's support for the new physics parameters.Melanie2013-02-061-3/+93
| | | | | | | | Implements the parameters as properties, the serialization and database storage (MySQL only). Implements llSetPrimitiveParams for prim physics shape and the other 4 extra params. Only the prim shape type "None" is currently functional. No support for the Viewer UI (yet), that will be ported in due course. Lots more to port, this is a large-ish changeset.
* Remove very long unused IScriptHost and NullScriptHostJustin Clark-Casey (justincc)2013-02-061-1/+1
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* Added DynAttrs to the serialized XML format of prims. When copying prims, ↵Oren Hurvitz2013-01-251-0/+2
| | | | use deep copy for DynAttrs.
* Encapsulate an OSDMap in DAMap (was DynAttrsOSDMap) rather than inheriting ↵Justin Clark-Casey (justincc)2013-01-251-2/+2
| | | | | | from it This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
* Implement Dynamic Attributes for SOP and PBS. Implement storage in SQLiteJustin Clark-Casey (justincc)2013-01-251-1/+8
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* * This makes the non-physics llCastRay 'better'. It's not 'correctly ↵teravus2013-01-231-0/+1
| | | | working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
* Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenterRobert Adams2013-01-211-0/+10
| | | | | routines on the physics engine. Won't make a difference for any existing scripts since ODE always returned Vector3.Zero.
* Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams2013-01-111-2/+2
| | | | rather than just saying it happened.
* Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)2013-01-041-40/+39
| | | | | | | | As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
* Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2012-12-181-6/+6
| | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
* minor: If the physics module tells us that an object has gone out of bounds, ↵Justin Clark-Casey (justincc)2012-12-151-2/+5
| | | | more helpfully log the name, id, position and region of that object.
* Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, ↵Justin Clark-Casey (justincc)2012-12-141-1/+2
| | | | | | | causing subsequent issues if physics was re-enabled. Added regression tests Addresses http://opensimulator.org/mantis/view.php?id=6365
* 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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