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* Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-03-111-1/+1
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| * Merge branch 'master' into careminsterMelanie2012-03-091-1/+1
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| | * More on HG inventory transfers. Move the FireAndForget higher up.Diva Canto2012-03-091-1/+1
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* | | Changed undo redo internals. moved exec code to UndoState.cs from sop that ↵UbitUmarov2012-03-112-136/+195
| | | | | | | | | | | | 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 ↵UbitUmarov2012-03-105-126/+394
| | | | | | | | | | | | 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 ****
* | | on linking update linked parts physical flags acording to new parent ones ( ↵UbitUmarov2012-03-091-1/+8
|/ / | | | | | | untested )
* | Merge branch 'ubitwork'Melanie2012-03-093-45/+39
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| * | more changes on undo/redo group scaling seems to work betterUbitUmarov2012-03-091-12/+6
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| * | more changes in undo/redo. Basicly moved control to llclientview.cs. later ↵UbitUmarov2012-03-092-33/+33
| | | | | | | | | | | | we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
* | | Merge branch 'master' into careminsterMelanie2012-03-092-55/+30
|\ \ \ | | |/ | |/| | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * | Simplify minimap coarse location code by just reference SP.AbsolutePositionJustin Clark-Casey (justincc)2012-03-091-5/+1
| | | | | | | | | | | | This is rather than checking whether the avatar is sitting and doing its own calculation.
| * | Get rid of unnecessary ParentID == 0 check on SP.Get_AbsolutePosition since ↵Justin Clark-Casey (justincc)2012-03-091-2/+2
| | | | | | | | | | | | this is handled by the necessary ParentPart check
| * | Use SP.ParentPart instead of ParentID in places where it's more efficient ↵Justin Clark-Casey (justincc)2012-03-092-32/+18
| | | | | | | | | | | | | | | | | | | | | (saving extra null checks, etc.) However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null. Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
| * | refactor: cleanup SP.HandleAgentSit so that everything is done within one if ↵Justin Clark-Casey (justincc)2012-03-091-15/+8
| | | | | | | | | | | | (part != null), rather than having unnecessary multiple checks
| * | Remove a race condition from SP.Set_AbsolutePosition where we assume the ↵Justin Clark-Casey (justincc)2012-03-091-5/+5
| | | | | | | | | | | | | | | | | | ParentPart is still not null if the ParentID != 0 Another thread could come in and stand the avatar between those two instructions.
| * | Hold a ref to the prim we're sat on rather than querying scene each timeMelanie2012-03-081-27/+29
| | | | | | | | | | | | the check for significant is carried out. Prevents a deadlock condition.
* | | Merge branch 'master' into careminsterMelanie2012-03-082-8/+65
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| * | Display help commander topics in capitalized form - the commands themselves ↵Justin Clark-Casey (justincc)2012-03-081-1/+1
| | | | | | | | | | | | | | | | | | are still lowercase. Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-03-081-4/+1
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| * | | Change "help" to display categories/module list then "help ↵Justin Clark-Casey (justincc)2012-03-082-8/+65
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <category/module>" to display commands in a category. This is to deal with the hundred lines of command splurge when one previously typed "help" Modelled somewhat on the mysql console One can still type help <command> to get per command help at any point. Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet). Does not affect command parsing or any other aspects of the console apart from the help system. Backwards compatible with existing modules.
* | | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-084-180/+96
|\ \ \ \ | | |_|/ | |/| | | | | | careminster
| * | | Hold a ref to the prim we're sat on rather than querying scene each timeMelanie2012-03-081-27/+30
| | | | | | | | | | | | | | | | the check for significant is carried out. Prevents a deadlock condition.
| * | | changes on undo/redo (untested/incomplete). Think we may consider moving ↵UbitUmarov2012-03-073-153/+66
| | | | | | | | | | | | | | | | 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 careminsterMelanie2012-03-071-2/+0
|\ \ \ \ | | |_|/ | |/| | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
| * | | Always zero the PhysActor on dupes to prevent side effects on the orignal primMelanie2012-03-071-4/+1
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* | | Fix merge issueMelanie2012-03-071-76/+79
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* | | Merge branch 'master' into careminsterMelanie2012-03-073-30/+50
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * | Stop individually deleting objects at the end of each ObjectTortureTest.Justin Clark-Casey (justincc)2012-03-071-28/+21
| | | | | | | | | | | | | | | | | | We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests. This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in). Slightly simplifies config read in Scene constructor to help facilitate this.
| * | Add documentation to make more explicit the difference between OnRezScript ↵Justin Clark-Casey (justincc)2012-03-071-5/+20
| | | | | | | | | | | | | | | | | | | | | and OnNewScript in the event manager OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
| * | Remove unnecessary explicit ElapsedEventHandler in SimReporterJustin Clark-Casey (justincc)2012-03-061-1/+1
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| * | Explictly close down the StatsReporter so that we can shutdown its timerJustin Clark-Casey (justincc)2012-03-062-0/+8
| | | | | | | | | | | | This is another step necessary for the scene to be garbage collected between performance tests
* | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-072-15/+72
|\ \ \ | | |/ | |/| | | | careminster
| * | Null PhysActor on SOP.Copy() to prevent clobbering the original oneMelanie2012-03-061-4/+3
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| * | Removed some whitespace errors - don't be naughty, don't use hard tabs!Melanie2012-03-061-11/+0
| | | | | | | | | | | | Also removed commented code block.
| * | make copied parts have diferent LocalIds than original. More building ↵UbitUmarov2012-03-062-5/+74
| | | | | | | | | | | | control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
* | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-061-3/+10
|\ \ \ | |/ / | | | | | | careminster
| * | A stab at making llEjectFromLand work in all casesMelanie2012-03-051-3/+10
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* | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-047-42/+592
|\ \ \ | |/ / | | | | | | careminster
| * | Zero velocity when drag-copyingMelanie2012-03-041-0/+2
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| * | Fix vehicles going physical stopping llTargetOmega parts (boat radar)Melanie2012-02-271-3/+5
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| * | Make llSetKeyframedMotion prims waut at the borders of down sims and try againMelanie2012-02-261-0/+12
| | | | | | | | | | | | periodically.
| * | Move KeyframeMotion from SOG to SOP because we can't persist it anyMelanie2012-02-265-25/+38
| | | | | | | | | | | | other way because SOG doesn't technically exist in the DB
| * | Implement proper selection behaviorMelanie2012-02-263-2/+37
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| * | Fix deserialization of Buoyancy, Force and Torque. Remove debug from the newMelanie2012-02-264-9/+7
| | | | | | | | | | | | code.
| * | Fix an infinite recursion caused by checking the wrong values forMelanie2012-02-261-24/+27
| | | | | | | | | | | | Buoyancy, Force and Torque
| * | Serialize Keyframe motion for region crossingsMelanie2012-02-264-4/+96
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| * | Merge branch 'ubitwork'Melanie2012-02-263-35/+98
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| | * | changed SOP Force and Torque, adding XML (de/)serialization, also changed ↵UbitUmarov2012-02-253-35/+98
| | | | | | | | | | | | | | | | Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
| * | | Implement llSetKeyframedMotion. No persistence, no region crossing. Yet.Melanie2012-02-263-0/+330
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| * | Delay the sending of the initial werables update until the inventory andMelanie2012-02-251-2/+1
| | | | | | | | | | | | | | | VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on login