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* In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake2011-11-151-2/+3
| | | | read lock
* Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)2011-11-151-1/+3
| | | | This is <thread-name> (<region-name>)
* Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-152-4/+12
| | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
* Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2011-11-152-116/+3
| | | | As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
* Remove unused RegionCommsListener/IRegionCommsListener.Justin Clark-Casey (justincc)2011-11-151-3/+0
| | | | All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
* remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)2011-11-153-10/+6
| | | | not being used any more - it's now IEntityTransferModule and SimulationService instead
* For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-151-4/+6
| | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
* Merge branch 'remove-scene-viewer'Dan Lake2011-11-145-359/+22
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| * Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-115-359/+22
| | | | | | | | | | | | | | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
* | Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵Justin Clark-Casey (justincc)2011-11-141-0/+2
|/ | | | | | stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
* extract common ScenePresence setup code into Init() method for ↵Justin Clark-Casey (justincc)2011-11-111-39/+31
| | | | ScenePresenceSitTests
* add SP.PhysicsActor checks to other sit/stand testsJustin Clark-Casey (justincc)2011-11-111-0/+4
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* add sit and stand on ground testJustin Clark-Casey (justincc)2011-11-111-0/+23
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* extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵Justin Clark-Casey (justincc)2011-11-111-12/+19
| | | | with other sitting code.
* As with prim sitting avatars, make an avatar phantom when it sits on the ↵Justin Clark-Casey (justincc)2011-11-111-6/+5
| | | | | | | ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
* remove unncessary IClientAPI parameter from SP.SendSitResponse()Justin Clark-Casey (justincc)2011-11-111-4/+3
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* As per mailing list last week, remove facility that would automatically move ↵Justin Clark-Casey (justincc)2011-11-112-228/+198
| | | | | | | the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
* Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵Justin Clark-Casey (justincc)2011-11-112-17/+42
| | | | | | | list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-115-274/+283
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| * Fix compile error from an earlier commitDan Lake2011-11-101-2/+0
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| * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-103-10/+35
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| | * Prevent linking objects while they are deeded. On unlinking deeded objects,Melanie2011-11-111-4/+19
| | | | | | | | | | | | | | | set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms
| | * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-102-19/+15
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| | * | Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2011-11-102-6/+16
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| * | | In SOP, replaced many references to private members with the public propertiesDan Lake2011-11-101-243/+233
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| * | Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-101-2/+4
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| * | Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵Dan Lake2011-11-102-19/+15
| | | | | | | | | | | | properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
* | | Add new ScenePresenceSitTests with a single sit/stand testJustin Clark-Casey (justincc)2011-11-111-0/+103
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* | Implement nudging support for strafing motionMelanie2011-11-101-2/+4
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* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-102-3/+7
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| * Fix misaligned sit animation on scripted sit caused by the default sitMelanie2011-11-101-2/+6
| | | | | | | | animation being run after the scripted one.
| * minor: Correct misleading method doc on SOG.UpdateRootRotation()Justin Clark-Casey (justincc)2011-11-091-1/+1
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* | When updating SOG, a physics taint should not override a full update with a ↵Dan Lake2011-11-101-10/+15
|/ | | | terse update
* Make the AsyncSceneObjectDeleter send a list of kills. This will make largeMelanie2011-11-061-1/+7
| | | | | marquee-selected deletions of single prims or small link sets nearly instantaneous
* Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-063-24/+14
| | | | packet per prim. More to come as we change to make use of this.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-061-1/+10
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| * HUD attachments: Removes some more messages sent to wrong clients.Snoopy Pfeffer2011-11-061-1/+10
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* | Allow HG and other scene presences not linked to a user account to function.Melanie2011-11-061-1/+4
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* Fix build breakMelanie2011-11-051-1/+1
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* Remove spammy autopilot debugMelanie2011-11-051-3/+3
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* Remove some left over debug and reverse experimental reordering of ifsMelanie2011-11-051-4/+2
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* Remove enableprejump config option and associated code as this is nowMelanie2011-11-051-3/+0
| | | | fully functional and cannot be disabled because that would break timings.
* Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2011-11-052-87/+136
| | | | properly.
* Change puvlic m_ variable to a getter propertyMelanie2011-11-051-1/+5
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* ScenePresence part of the Avination animator fixes.Melanie2011-11-051-3/+58
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* Chnaging the sit target adjustment to a more precise approximation of SL. ↵Melanie2011-11-051-24/+35
| | | | | | Some small fixes ported from Avination. Some white space fixes.
* Fix avatar height, removes the hip offset hacknebadon2011-11-051-3/+0
| | | | Author: Mana Janus <mana@mjm-labs.com>
* Don't rotate child prims, if only the root prim is rotated.nebadon2011-11-051-2/+2
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* refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity ↵Justin Clark-Casey (justincc)2011-11-051-12/+12
| | | | instead of individual components of a vector/quat
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-052-36/+12
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