| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
ObjectChnageWhat what into ObjectChangeType change. What is
no name for a variable or type!
|
| |
|
|
|
|
| |
now only sees a unified UndoRedoStore class, added size limit on buffers so only last 5 undo/redo are kept. (5 is hardcode like it was ) ***UNTESTED***
|
|
|
|
| |
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
| |
|
|
|
|
| |
this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
|
|\
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| |
| |
| |
| | |
The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
|
| | |
|
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
prim moving or rotating independently of the rest of the group.
|
| | |
|
| |
| |
| |
| | |
Individual child prim rotational undo and special cases where the root prim was moved or rotated (all the children then need to restore their offsets). Coming shortly.
|
| |
| |
| |
| | |
i'll address next; however position undo and scale undo should be working just fine now. Also removed some residual debug logging.
|
|/
|
|
| |
groups of objects can be moved and not just individual prims..
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
| |
This may fix the Mantii where individual prims ctrl-z to nirvana, but
it's not tested.
|
|
|
|
| |
LICENSE.txt.
|
|
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|