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2011-05-18correct small mistake in "delete object name <name>" usage summaryJustin Clark-Casey (justincc)1-1/+1
2011-05-17don't throw a null reference if an inventory link target doesn't exist when ↵Justin Clark-Casey (justincc)1-1/+4
we're inspecting in order to send the required inventory folders
2011-05-14Fix adding/removing/replacing outfits in viewer 2Justin Clark-Casey (justincc)1-18/+27
To get this to work, I had to disable the dupe link check I put in a couple of commits ago. When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set. Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links. However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes. Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
2011-05-13Fix broken inventory links on viewer 2.Justin Clark-Casey (justincc)2-2/+23
It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first. This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
2011-05-12Add a smidgen of method doc about the fact that item links reuse the asset ↵Justin Clark-Casey (justincc)1-0/+4
id item slot
2011-05-12Prevent viewer 2 from creating a duplicate outfit inventory links.Justin Clark-Casey (justincc)1-2/+29
I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit). This should stop lots of duplicate links being created when viewer 2 is used. However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well. It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API. WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
2011-05-09Add commands to delete objects by name, UUID, creator or ownerMelanie1-0/+67
2011-05-06adjust avatar terse update packet filter distance error threshold based on ↵dahlia1-1/+5
avatar speed
2011-05-06remove further mono compiler warningsJustin Clark-Casey (justincc)1-1/+1
2011-05-06One more bug fix concerning library items that weren't being copied to ↵Diva Canto1-1/+1
user's inventory. Also commented verbose debug message.
2011-05-06Bug fix: iars under Library weren't being loaded.Diva Canto1-0/+2
2011-05-04Put the previous state back in the attachments in case the agent transfer fails.Diva Canto1-1/+14
2011-05-04use getters instead of member variables in velocity network filter code and ↵dahlia1-6/+8
add some more descriptive comments.
2011-05-03adjust terse avatar update filtering to send updates when distance traveled ↵dahlia1-3/+17
does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
2011-05-01Broke down Caps.cs into a generic Caps object that simply ↵Diva Canto2-13/+9
registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps. Renamed a few methods that were misnomers. Compiles but doesn't work.
2011-04-30Check for RegionID instead of RegionHandle. Other minor tweaksDiva Canto1-1/+1
2011-04-30First stab at cleaning up Caps. Compiles. Untested.Diva Canto1-0/+2
2011-04-30When coming in from a legacy region without fatpacks, start scripts theMelanie1-0/+16
usual way
2011-04-29Delaying starting the scripts on TPs and crossings until the agent is root.Diva Canto2-23/+40
2011-04-29Remove the scripts of the attachments in the departing region and recreate ↵Diva Canto1-0/+2
them if fail.
2011-04-29Minor correction to yesterday's changes. Make normal prim crossing (no ↵Diva Canto2-2/+3
attach) work well again.
2011-04-28Fatpack message on agent transfers: 1 message only (UpdateAgent) containing ↵Diva Canto3-98/+32
the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
2011-04-28Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.Justin Clark-Casey (justincc)2-2/+9
Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts.
2011-04-28Fix a bug where physical objects rezzed with an initial velocity by script ↵Justin Clark-Casey (justincc)1-0/+6
do not receive this velocity. This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457 The bug was introduced in commit 3ba5eeb
2011-04-26network traffic reduction - decrease update frequency for moving avatars ↵dahlia1-10/+24
when velocity is unchanged
2011-04-26Add back the high prioritization for other avatars in theMic Bowman1-6/+8
BestAvatarResponsiveness prioritizer.
2011-04-25Fixed the transmission of throttles from root agent to childMic Bowman1-18/+15
agents. Child throttles are based on the number of child agents known to the root and at least 1/4 of the throttle given to the root.
2011-04-22Added a second immediate queue to be used for the BestAvatar policyMic Bowman1-4/+30
and currently used for all of an avatars attachments by the other policies. Also changed the way items are pulled from the update queues to bias close objects even more.
2011-04-21Implement agent limitsMelanie2-0/+25
2011-04-21minor: small amount of method doc and some commented out odds and endsJustin Clark-Casey (justincc)1-6/+15
2011-04-21Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2-22/+43
This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
2011-04-20Added an "immediate" queue to the priority queue. This isMic Bowman1-2/+2
per Melanie's very good suggestion. The immediate queue is serviced completely before all others, making it a very good place to put avatar updates & attachments. Moved the priority queue out of the LLUDP directory and into the framework. It is now a fairly general utility.
2011-04-18refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2-2/+19
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
2011-04-15get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)2-4/+4
2011-04-15remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)1-1/+3
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)1-6/+41
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-14simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)1-7/+14
this change makes it possible to set an absolute position on a group before it is put into a scene.
2011-04-13Comment out the warning if the prioritizer runs without a fullyMic Bowman1-1/+5
initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet...
2011-04-13First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-13Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2-1/+12
bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
2011-04-13refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2-15/+38
CoalescedSceneObjects from the serializer.
2011-04-13Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)5-4/+281
used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
2011-04-12Bug fix in object serialization -- sculpt data was wrong.Diva Canto1-1/+1
2011-04-12First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12refactor: simplify bRayEndIsIntersection boolean set from ↵Justin Clark-Casey (justincc)1-12/+1
RayEndIsIntersection byte
2011-04-12If an object is rezzed directly from a prim inventory then give it the ↵Justin Clark-Casey (justincc)1-1/+1
rotation it was stored with.
2011-04-12Allow a null rotation to be passed in to RezObject so that we can control ↵Justin Clark-Casey (justincc)1-7/+13
whether to use the serialized rotation or not. Not used yet.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fix (add) ability to rez objects by dragging them out of another prim's ↵Justin Clark-Casey (justincc)1-5/+54
inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly.
2011-04-11Make it more obvious when it happens that DLL plugin loading fails. Improve ↵Justin Clark-Casey (justincc)1-1/+2
exception output on Windows.