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* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-022-4/+4
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-011-2/+7
| | | | | | Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
* Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+86
| | | | that we don't have to look at it if it's not relevant
* minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-1/+0
| | | | to reflect OpenSim standards.
* When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵Justin Clark-Casey (justincc)2011-07-291-4/+8
| | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606
* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-231-2/+3
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Remove manually permissions settings on all current library items so that ↵Justin Clark-Casey (justincc)2011-07-231-1/+4
| | | | | | | they use the defaults instead. Some items had completely wrong permissions - this is easier than correcting them all. The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
* Revert "Don't load current/next/everyone/base permissions from the library ↵Justin Clark-Casey (justincc)2011-07-231-4/+1
| | | | | | | | item xml files - always use PermissionMask.All instead (which was the existing default)." There actually are uses for this. I will correct the perms instead since some entries appear to be wrong. This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
* Don't load current/next/everyone/base permissions from the library item xml ↵Justin Clark-Casey (justincc)2011-07-231-1/+4
| | | | | | files - always use PermissionMask.All instead (which was the existing default). Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
* Fix problem where sculpts were not getting physical proxiesJustin Clark-Casey (justincc)2011-07-221-2/+2
| | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595
* Generate the initial maptile asynchronouslyOren Hurvitz2011-07-221-11/+11
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Tidy up a superfluous AddPrimShape override in PhysicsSceneCareminster Team2011-07-191-1/+0
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* On all undo/redo operations, consistently lock the undo object for ↵Justin Clark-Casey (justincc)2011-07-191-5/+1
| | | | everything, in order to avoid any deadlock issues.
* If we store an undo, wipe anything already present on the redo stackJustin Clark-Casey (justincc)2011-07-191-0/+3
| | | | | This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too.
* stop redo throwing an exception if there is nothing to redoJustin Clark-Casey (justincc)2011-07-191-10/+13
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* 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)2011-07-193-9/+11
| | | | | | 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.
* refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-193-6/+6
| | | | consistency
* comment out all kinds of debugging guffJustin Clark-Casey (justincc)2011-07-193-39/+39
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* Fix undo for rotation of the root prim in a linkset on its own.Justin Clark-Casey (justincc)2011-07-192-8/+15
| | | | 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)2011-07-192-9/+11
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* Fix undo of prim group rotation.Justin Clark-Casey (justincc)2011-07-193-24/+34
| | | | | 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
* Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what ↵Justin Clark-Casey (justincc)2011-07-192-7/+11
| | | | it actually does and is more consistent with other method names.
* Stop undo of just the root prim position in the linkset from shifting the ↵Justin Clark-Casey (justincc)2011-07-193-9/+15
| | | | | | 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 when resizing of non-root individual prims in a linksetJustin Clark-Casey (justincc)2011-07-192-4/+6
| | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
* Fix undo for resizing linksetsJustin Clark-Casey (justincc)2011-07-193-29/+60
| | | | | | 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.
* remove undo state storage in a few places where it's pointlessJustin Clark-Casey (justincc)2011-07-192-5/+1
| | | | no functional effect - existing bugs still remain
* Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-185-53/+193
| | | | | | | 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.
* Use a standard generic system stack for the undo/redo stacks instead of our ↵Justin Clark-Casey (justincc)2011-07-182-2/+16
| | | | | | | own homebrew. system stack also uses an array, so no performance penalty. Also exposes undo count and adds a test assertion for correct undo count after resize
* refactor: group all the undo/redo code in SOP into one place for easier code ↵Justin Clark-Casey (justincc)2011-07-181-59/+62
| | | | reading
* Replace ifs in SOG.GroupResize() with Math.Min()Justin Clark-Casey (justincc)2011-07-163-14/+25
| | | | | Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize). Will get some more attention soon.
* remove now unncessary parts of SceneObjectGroup.Resize()Justin Clark-Casey (justincc)2011-07-161-21/+5
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* refactor: replace scale limiting code with more elegant Math.Min callsJustin Clark-Casey (justincc)2011-07-161-12/+6
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* refactor: Push all part resize code down into SceneObjectPart.Resize()Justin Clark-Casey (justincc)2011-07-164-56/+32
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* add test for resizing one part in a groupJustin Clark-Casey (justincc)2011-07-162-1/+36
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* refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-29/+32
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* minor: add a log warning if a sculpt/mesh async asset request returns no dataJustin Clark-Casey (justincc)2011-07-161-0/+4
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* refactor: remove pointless sender != null tests, etc, in AssetReceived, ↵Justin Clark-Casey (justincc)2011-07-161-6/+9
| | | | since the method called always belongs to the object that generated the request
* eliminate unused and redundant SceneObjectGroup.AssetReceived()Justin Clark-Casey (justincc)2011-07-161-17/+0
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* fix build break from last commitJustin Clark-Casey (justincc)2011-07-161-1/+1
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* Eliminate the pointless textured id argument to SculptTextureCallbackJustin Clark-Casey (justincc)2011-07-161-15/+6
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* remove the need to supply SceneObjectGroup.GroupResize() with a localId.Justin Clark-Casey (justincc)2011-07-163-132/+133
| | | | This is utterly pointless scene we already know which sog we're dealing with.
* Add very basic test for resizing a scene object with one primJustin Clark-Casey (justincc)2011-07-162-1/+69
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* If resized shape is a mesh/sculpt, leave it to the mesh asset callback to ↵Justin Clark-Casey (justincc)2011-07-161-2/+8
| | | | | | trigger the physics actor taint. In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
* Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-162-1/+20
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* Fix some local id issues in physics glueroot2011-07-152-14/+22
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* fix duplication of physical objects for physics engines that care about the ↵Robert Adams2011-07-151-6/+6
| | | | initial value of localID
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-123-4/+10
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.