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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.
* Properly regenerate physics proxy when a mesh is resized.Justin Clark-Casey (justincc)2011-07-111-0/+8
| | | | This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
* refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that ↵Justin Clark-Casey (justincc)2011-07-112-17/+49
| | | | actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-113-9/+23
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+11
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* refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+8
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* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-07-111-1/+1
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* refactor: very minor space insertionJustin Clark-Casey (justincc)2011-07-111-1/+1
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* refactor: make argument to SOP.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-14/+19
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* Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its ↵Justin Clark-Casey (justincc)2011-07-096-7/+7
| | | | effects and return object
* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-092-1/+2
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-081-1/+9
| | | | CanGetAgentInventoryItem() to improve code readability
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-0/+4
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* Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)2011-07-021-0/+40
| | | | the scene presence exists
* fix build break I just introducedJustin Clark-Casey (justincc)2011-07-011-2/+1
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* Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)2011-07-014-27/+164
| | | | | | | If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
* Don't follow inventory links of links.Justin Clark-Casey (justincc)2011-06-291-1/+4
| | | | | This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
* refactor: simplify redundant double containing folder checkJustin Clark-Casey (justincc)2011-06-291-2/+4
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* If an inventory link target is in the same folder as the source, then don't ↵Justin Clark-Casey (justincc)2011-06-291-1/+6
| | | | | | recursively request that folder. Currently, this should never actually happen but certainly best to handle this case
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-293-6/+6
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Implement the latest mesh mechanism so that rezzing the uploaded mesh now ↵Justin Clark-Casey (justincc)2011-06-241-3/+6
| | | | | | | works again. Many thanks to the aurora project for pioneering this. This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
* Add localID to physical object creation functions.Mic Bowman2011-06-153-4/+4
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* Add the PhysActor to the correct SOP when duplicating a physicalMic Bowman2011-06-151-4/+9
| | | | prim. Thanks, MisterBlue
* When serializing objects, stop accidentally using the green text colour ↵Justin Clark-Casey (justincc)2011-06-101-1/+1
| | | | | | value for alpha This addresses http://opensimulator.org/mantis/view.php?id=5111
* minor: Add some commented out destructor logging messages for potential ↵Justin Clark-Casey (justincc)2011-06-102-0/+12
| | | | | | future use. At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
* minor: add method doc to make it clear that click action is fired when the ↵Justin Clark-Casey (justincc)2011-06-101-1/+10
| | | | click action is changed, not when a prim is clicked
* Fixed "Unknown User" listed as creator/owner on prims created with the Build ↵Diva Canto2011-06-082-0/+5
| | | | button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
* Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so ↵Diva Canto2011-06-082-0/+25
| | | | that they know when the scene's objects have been loaded from the DB.
* This makes the display names work better for foreignersDiva Canto2011-06-071-0/+26
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* Extend TestGiveInventoryFolder() to test giving back the freshly received folderJustin Clark-Casey (justincc)2011-06-041-0/+8
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* Fix give inventory tests to use different users rather than (accidentally) ↵Justin Clark-Casey (justincc)2011-06-042-167/+178
| | | | the same user. Extend TestGiveInventoryItem() to test giving back the same item.
* insert an InventoryArchiveUtils.FindItemsByPath() to return multiple items ↵Justin Clark-Casey (justincc)2011-06-041-0/+3
| | | | rather than just the first one
* create TestGetInventoryItem()Justin Clark-Casey (justincc)2011-06-041-0/+19
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* extend TestGiveInventoryFolder() to check for the receipt by user 2Justin Clark-Casey (justincc)2011-06-041-2/+4
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* minor: add in method print out to new testJustin Clark-Casey (justincc)2011-06-031-0/+3
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* add stub UserInventoryTests.GiveInventoryFolder(). Not yet completeJustin Clark-Casey (justincc)2011-06-031-0/+70
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* HG Landmarks now working.Diva Canto2011-06-031-22/+1
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