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* | Get rid of the pointless null checks on collision listeners. Add warning ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+0 | |
| | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc | |||||
* | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+6 | |
| | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. | |||||
* | refactor: Use SOP.SitTargetAvatar instead of calling a special ↵ | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -5/+3 | |
| | | | | GetAvatarOnSitTarget() which returned exactly the same thing | |||||
* | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -2/+0 | |
| | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | fetch physical_prim switch from [Startup] config from inside scene, as is ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -34/+8 | |
| | | | | done for most other scene config params | |||||
* | remove now redundant m_physical_prim flag from SOP.ApplyPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+4 | |
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* | Restore [Startup] physical_prim flag which can stop any prims being subject ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -1/+6 | |
| | | | | | | | to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously. | |||||
* | remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -4/+0 | |
| | | | | done immediately afterwards in DoPhysicsPropertyUpdate() | |||||
* | refactor: Remove redundant code in SOP.UpdatePrimFlags() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -27/+21 | |
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* | factor common code out into SOP.RemoveFromPhysics() | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -5/+17 | |
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* | refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -2/+2 | |
| | | | | sends entity updates (including presence ones), not just prims. | |||||
* | Start recording object updates per second statistic (analogue of agent ↵ | Justin Clark-Casey (justincc) | 2011-10-11 | 1 | -1/+7 | |
| | | | | | | updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor A useful diagnostic to find out how object updates are burdening a scene | |||||
* | Remove unimplementated UpdateMovement() methods from SOG, SOP. | Justin Clark-Casey (justincc) | 2011-10-01 | 1 | -4/+0 | |
| | | | | | SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be, | |||||
* | Fix for rezzing and derezzing HUDs (see Mantis #5406). From now on updates ↵ | Snoopy Pfeffer | 2011-09-25 | 1 | -1/+6 | |
| | | | | are only sent to affected clients. | |||||
* | remove unused SOP.Create() method | Justin Clark-Casey (justincc) | 2011-09-23 | 1 | -14/+0 | |
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* | refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵ | Justin Clark-Casey (justincc) | 2011-09-15 | 1 | -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) | 2011-09-02 | 1 | -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) | 2011-09-02 | 1 | -3/+2 | |
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* | refactor: use SOG register target waypoints and rots directly instead of ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -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) | 2011-09-01 | 1 | -17/+6 | |
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* | Fix issue with llGetTorque() where it would only ever return a zero vector. | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -9/+0 | |
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* | Remove pointless cluttering SOP.ParentGroup != null checks. | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -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) | 2011-08-27 | 1 | -35/+11 | |
| | | | | pointless duplication of identical values | |||||
* | refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar | Justin Clark-Casey (justincc) | 2011-08-26 | 1 | -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 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 |