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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (follow)
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* compiler warnings revealed that public PlaySoundSlavePrims properties were ↵Justin Clark-Casey (justincc)2010-03-031-2/+2
| | | | | | changing the wrong protected fields. correcting these may resolve the sound problems seen recently on the mailing list, though not guaranteed.
* refactor: push sog.SendPartFullUpdate() down into sop where it better belongsJustin Clark-Casey (justincc)2010-03-031-12/+39
| | | | no functional changes
* Formatting cleanup.Jeff Ames2010-02-151-1/+1
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* Revolution is on the roll again! :)Revolution2010-02-141-28/+312
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* minor: one method docJustin Clark-Casey (justincc)2010-02-041-3/+7
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* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-02-031-3/+3
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-02-031-0/+5
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| * | allow terrain collision events after regular collision checkradams12010-02-031-3/+3
| | | | | | | | | | | | Signed-off-by: Melanie <melanie@t-data.com>
* | | add an IsRoot property to sopJustin Clark-Casey (justincc)2010-02-031-0/+9
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* | minor: add method doc to sop.SetScriptEvents()Justin Clark-Casey (justincc)2010-02-021-0/+5
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* minor: rename GetScriptPrimType() to GetPrimType()Justin Clark-Casey (justincc)2010-02-011-2/+2
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* move hollow sphere faces bug back up to LSL_Api.csJustin Clark-Casey (justincc)2010-02-011-1/+1
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* remove now duplicated shape code from LSL_Api.csJustin Clark-Casey (justincc)2010-02-011-4/+4
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* Copy prim face color setting code from LSL_Api down into SOP so that non-LSL ↵Justin Clark-Casey (justincc)2010-02-011-0/+192
| | | | callers can use it
* Fix a problem where llDie() calls were sometimes leaving dead objects behind.Justin Clark-Casey (justincc)2010-01-251-1/+11
| | | | | | | | | | When an object was deleted, the remove script instance call was aggregating the scripting events as normal. This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket) On some occasions, the QuitPacket would be sent before the full update was dequeued and sent. In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5), a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties and cannot be removed from the viewer except by a relog. This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
* Whitespace cleanupMelanie2010-01-111-17/+17
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* Adds llRotTarget and the events at_rot_target and not_at_rot_target.Revolution2010-01-111-0/+17
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Clean CRs from previous patchMelanie2010-01-101-67/+67
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* Adds land collision events.Revolution2010-01-101-10/+128
| | | | | | CRs cleaned from patch Signed-off-by: Melanie <melanie@t-data.com>
* Fixes prim to prim collision.Revolution2010-01-091-3/+3
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Fixes the Collision errors and adds more to llGetStatusRevolution2010-01-071-45/+74
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-21/+21
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* Readds llCollisionFilter and adds llPassCollision.Revolution2009-12-311-62/+265
| | | | | | Applied with whitespace cleanup Signed-off-by: Melanie <melanie@t-data.com>
* This patch caused serialization errors and needs to be reexaminedMelanie2009-12-311-271/+63
| | | | | | Revert "[PATCH] Adds llCollisionFilter" This reverts commit eab2b4c6a96cd5b2a0f079f27a9c2ac15273d3f0.
* [PATCH] Adds llCollisionFilterMelanie2009-12-311-63/+271
| | | | Thank you, Revolution. Applied with minor changes.
* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-0/+12
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* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-5/+0
| | | | | | | | | | pass script state and assembly again properly. Reintroduce respecting tht TrustBinaries flag. Changes the interregion protocol! No version bump because it was broken anyway, so with a version mismatch it will simply stay broken, but not crash. Region corssing still doesn't work because there is still monkey business with both rezzed prims being pushed across a border and attached prims when walking across a border. Teleport is untested by may work.
* * Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+1
| | | | normally again.
* * Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+3
| | | | one fixes the situation where the object on the server is moving but no updates are being sent.
* * Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman2009-11-091-3/+1
| | | | | | AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
* Initialize SceneObjectPart.RotationOffset to Quaternion.IdentityJohn Hurliman2009-11-041-1/+1
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* Fixing race conditions in the SceneObjectPart propertiesJohn Hurliman2009-11-021-56/+53
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* Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman2009-11-021-13/+7
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-1/+1
| | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
* Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-3/+2
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* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-281-7/+8
| | | | | | | default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
* * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-281-1/+1
| | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
* Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2009-10-281-1/+5
| | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
* Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman2009-10-271-1/+1
| | | | mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-23/+23
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* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-261-10/+34
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-251-55/+54
| | | | | | | | | | Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-231-61/+60
| | | | avoiding locking and copying the list each time it is accessed
* Merge branch 'master' into vehiclesMelanie2009-10-221-17/+9
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| * * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-181-3/+3
| | | | | | | | | | | | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
| * Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-4/+4
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
| * * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-151-11/+1
| | | | | | | | | | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* | Merge branch 'master' into vehiclesMelanie2009-10-051-3/+4
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| * disable physics actors for flexible primsdahlia2009-10-041-3/+4
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* | Merge branch 'master' into vehiclesMelanie2009-10-011-13/+12
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