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path: root/OpenSim/Region/Framework/Scenes/UndoState.cs (follow)
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* Refactor, move OjectChangeData into it's own file and renameMelanie2012-03-131-21/+22
| | | | | ObjectChnageWhat what into ObjectChangeType change. What is no name for a variable or type!
* cleanup + commentsUbitUmarov2012-03-111-167/+52
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* Changed undo redo internals. moved exec code to UndoState.cs from sop that ↵UbitUmarov2012-03-111-3/+173
| | | | 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***
* BIG MESS. changed Iclient interface so only one event is used to inform ↵UbitUmarov2012-03-101-1/+112
| | | | 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 ****
* more changes on undo/redo group scaling seems to work betterUbitUmarov2012-03-091-12/+6
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* changes on undo/redo (untested/incomplete). Think we may consider moving ↵UbitUmarov2012-03-071-105/+34
| | | | this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
* Merge branch 'master' into bigmergeMelanie2011-11-031-4/+2
|\ | | | | | | | | | | | | | | 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
| * Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-4/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge fixes, and fix the buildTom2011-09-141-90/+37
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* | Resolve merge commits, stage 1Tom2011-09-041-87/+158
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| * Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-1/+1
| | | | | | | | | | | | | | 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.
| * refator: simplify UndoState.Compare() codeJustin Clark-Casey (justincc)2011-07-191-20/+9
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| * rip out pointless null checks in UndoState where part can never be nullJustin Clark-Casey (justincc)2011-07-191-81/+72
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| * Fix undo when changing just the root prim's position in a linkset.Justin Clark-Casey (justincc)2011-07-191-4/+4
| | | | | | | | | | | | 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)2011-07-191-18/+18
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| * Fix undo for rotation of the root prim in a linkset on its own.Justin Clark-Casey (justincc)2011-07-191-2/+4
| | | | | | | | 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.
| * Fix undo of rotation of single prims in a linksetJustin Clark-Casey (justincc)2011-07-191-6/+6
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| * Fix undo of prim group rotation.Justin Clark-Casey (justincc)2011-07-191-16/+19
| | | | | | | | | | 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)2011-07-191-2/+9
| | | | | | | | | | | | 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)2011-07-191-4/+20
| | | | | | | | | | | | 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.
| * Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-181-6/+87
| | | | | | | | | | | | | | 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.
* | Undo fix is now complete. This commit repairs the special case of the root ↵Tom Grimshaw2010-07-051-2/+3
| | | | | | | | prim moving or rotating independently of the rest of the group.
* | Bring "Redo" up to date with "Undo" so it works tooTom Grimshaw2010-07-051-31/+10
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* | Rotation undo fix and remove a debug chatter i missed. Still not working: ↵Tom Grimshaw2010-07-041-4/+3
| | | | | | | | 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.
* | The majority of the Undo fix. There is still an issue with Rotation which ↵Tom Grimshaw2010-07-041-4/+76
| | | | | | | | i'll address next; however position undo and scale undo should be working just fine now. Also removed some residual debug logging.
* | Fix Undo! Made a lot of changes to Undo state saving; it now considers that ↵Tom Grimshaw2010-07-031-10/+45
|/ | | | groups of objects can be moved and not just individual prims..
* Revolution is on the roll again! :)Revolution2010-02-141-16/+63
| | | | | | | | 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>
* Reading GroupPosition, but setting OffsetPosition in undo doesnt' seem right.Melanie Thielker2009-06-241-2/+2
| | | | | | | This may fix the Mantii where individual prims ctrl-z to nirvana, but it's not tested.
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+116
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!