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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-14/+18
| | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* stop passing FromUserInventoryItemID right down into the deserializer.Justin Clark-Casey (justincc)2011-09-021-13/+2
| | | | the code becomes simpler if this is set from the outside - only one place needs to do this.
* Move more of IAM.RezObject() into DoPreRezWhenFromItem()Justin Clark-Casey (justincc)2011-09-021-3/+2
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* refactor: use SOG register target waypoints and rots directly instead of ↵Justin Clark-Casey (justincc)2011-09-011-20/+0
| | | | calling through the SOP, which doesn't make conceptual sense anyway.
* refactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID()Justin Clark-Casey (justincc)2011-09-011-17/+6
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* Fix issue with llGetTorque() where it would only ever return a zero vector.Justin Clark-Casey (justincc)2011-09-011-9/+0
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* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-169/+113
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-35/+11
| | | | pointless duplication of identical values
* refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatarJustin Clark-Casey (justincc)2011-08-261-4/+1
| | | | This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
* Fix exception when using BasicPhysicsRobert Adams2011-08-191-2/+2
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* extend phantom flag regression test to toggle back offJustin Clark-Casey (justincc)2011-08-061-0/+3
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* refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2011-08-061-25/+0
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* Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-051-4/+3
| | | | not yet complete.
* Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+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)2011-07-301-1/+0
| | | | to reflect OpenSim standards.
* Fix problem where sculpts were not getting physical proxiesJustin Clark-Casey (justincc)2011-07-221-2/+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 PhysicsSceneCareminster Team2011-07-191-1/+0
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* On all undo/redo operations, consistently lock the undo object for ↵Justin Clark-Casey (justincc)2011-07-191-5/+1
| | | | everything, in order to avoid any deadlock issues.
* If we store an undo, wipe anything already present on the redo stackJustin Clark-Casey (justincc)2011-07-191-0/+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 redoJustin Clark-Casey (justincc)2011-07-191-10/+13
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* Fix undo when changing just the root prim's position in a linkset.Justin Clark-Casey (justincc)2011-07-191-1/+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 guffJustin Clark-Casey (justincc)2011-07-191-6/+6
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* Fix undo of prim group rotation.Justin Clark-Casey (justincc)2011-07-191-2/+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)2011-07-191-6/+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 linksetsJustin Clark-Casey (justincc)2011-07-191-17/+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 pointlessJustin Clark-Casey (justincc)2011-07-191-2/+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)2011-07-181-33/+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)2011-07-181-2/+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)2011-07-181-59/+62
| | | | reading
* Replace ifs in SOG.GroupResize() with Math.Min()Justin Clark-Casey (justincc)2011-07-161-1/+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 callsJustin Clark-Casey (justincc)2011-07-161-12/+6
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* refactor: Push all part resize code down into SceneObjectPart.Resize()Justin Clark-Casey (justincc)2011-07-161-1/+26
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* minor: add a log warning if a sculpt/mesh async asset request returns no dataJustin Clark-Casey (justincc)2011-07-161-0/+4
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* refactor: remove pointless sender != null tests, etc, in AssetReceived, ↵Justin Clark-Casey (justincc)2011-07-161-6/+9
| | | | since the method called always belongs to the object that generated the request
* Eliminate the pointless textured id argument to SculptTextureCallbackJustin Clark-Casey (justincc)2011-07-161-15/+6
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* Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-161-1/+8
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* Fix some local id issues in physics glueroot2011-07-151-12/+20
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* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-1/+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)2011-07-111-0/+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)2011-07-111-0/+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)2011-07-111-9/+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 insertionJustin Clark-Casey (justincc)2011-07-111-1/+1
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* refactor: make argument to SOP.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-14/+19
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-1/+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 tidyJustin Clark-Casey (justincc)2011-07-081-0/+4
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* Implement the latest mesh mechanism so that rezzing the uploaded mesh now ↵Justin Clark-Casey (justincc)2011-06-241-3/+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 Bowman2011-06-151-2/+2
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* minor: Add some commented out destructor logging messages for potential ↵Justin Clark-Casey (justincc)2011-06-101-0/+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 Xml2Melanie2011-05-251-5/+4
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