Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Add simple login test with online friends. Add IFriendsModule.GrantRights() ↵ | Justin Clark-Casey (justincc) | 2012-03-30 | 1 | -2/+22 |
| | | | | | | | for granting rights via a module call. Rename IFriendsModule.GetFriendPerms() -> GetRightsGrantedByFriend() to be more self-documenting and consistent with friends module terminology. Add some method doc. | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-03-29 | 1 | -1/+28 |
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| * | Also add OSS header to interface | Melanie | 2012-03-29 | 1 | -1/+28 |
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* | | Add back parts of reverted changes that were not concerned with child agent ↵ | Justin Clark-Casey (justincc) | 2012-03-29 | 2 | -1/+6 |
|/ | | | | | | | caching. This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin() Also add a code comment as to why we're caching friend information for child agents. | ||||
* | Change namespace on CallingCardModule and correct interface file placemant. ↵ | Melanie | 2012-03-29 | 1 | -0/+13 |
| | | | | Also ass OpenSource header | ||||
* | Revert "Simplify friends caching by only doing this for root agents - no ↵ | Justin Clark-Casey (justincc) | 2012-03-29 | 2 | -3/+1 |
| | | | | | | | | functions require caching for child agents." We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators. This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a. | ||||
* | Revert "Add comment about setting client.SceneAgent in AddNewClient()" | Justin Clark-Casey (justincc) | 2012-03-29 | 1 | -3/+0 |
| | | | | This reverts commit 964cae4f37120db34d0d3e2f08ab998215237dfd. | ||||
* | Add comment about setting client.SceneAgent in AddNewClient() | Justin Clark-Casey (justincc) | 2012-03-29 | 1 | -0/+3 |
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* | Simplify friends caching by only doing this for root agents - no functions ↵ | Justin Clark-Casey (justincc) | 2012-03-28 | 2 | -1/+3 |
| | | | | | | | | require caching for child agents. This allows us to avoid unnecessary multiple calls to the friends service. All friends functions originate from the root agent and only go to other root agents in existing code. This also allows us to eliminate complex ref counting. | ||||
* | HG 2.0: added the beginning of HGSuitcaseInventoryService. Plus moved the ↵ | Diva Canto | 2012-03-28 | 1 | -16/+0 |
| | | | | hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival. | ||||
* | More on switching the root folder from under the viewer. More experiments. | Diva Canto | 2012-03-27 | 2 | -15/+18 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Diva Canto | 2012-03-27 | 1 | -0/+15 |
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| * | Add "friends show cache <first-name> <last-name>" command for debugging ↵ | Justin Clark-Casey (justincc) | 2012-03-28 | 1 | -0/+15 |
| | | | | | | | | | | | | purposes. This adds a reverse lookup (name -> ID) to IUserManagement instead of hitting the UserAccountService directly. | ||||
* | | HG: Switch root folders from under the viewer. Towards HG 2.0. This is ↵ | Diva Canto | 2012-03-27 | 1 | -4/+11 |
|/ | | | | guarded by an obscure config that no one but me should be using at this point. | ||||
* | minor: Add some documentation to OnNewClient and OnClientClosed events | Justin Clark-Casey (justincc) | 2012-03-28 | 1 | -2/+10 |
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* | Two new scripting functions osInviteToGroup(userID) and ↵ | Snoopy Pfeffer | 2012-03-27 | 1 | -0/+2 |
| | | | | osEjectFromGroup(userID) that invite/eject users to/from groups the object containing the script is set to. These functions also work for closed groups. | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Dan Lake | 2012-03-27 | 24 | -593/+818 |
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| * | HG: beginning of a more restrictive inventory access procedure (optional). ↵ | Diva Canto | 2012-03-27 | 1 | -0/+8 |
| | | | | | | | | Experimental: we'll try switching the root folder from under the viewer. | ||||
| * | Add some more overloads to allow registering overloaded methods and lists | Melanie | 2012-03-26 | 1 | -0/+2 |
| | | | | | | | | of methods. | ||||
| * | Add a hust UUID to the script invocations | Melanie | 2012-03-26 | 1 | -1/+1 |
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| * | Fix the omission on the interface declaration | Melanie | 2012-03-26 | 1 | -1/+1 |
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| * | Dynamically create the delegate type to reduce complexity in the caller | Melanie | 2012-03-26 | 1 | -1/+2 |
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| * | Correct the design error I introduced into ScriptComms. Untested but about to | Melanie | 2012-03-26 | 1 | -4/+3 |
| | | | | | | | | be. | ||||
| * | Simplify the module invocation registration. The types and method name | Melanie | 2012-03-25 | 1 | -1/+2 |
| | | | | | | | | can be pulled fromt he delegate so we don't need to pass them explicitly | ||||
| * | Comment out log message about sending periodic appearance updates. | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -2/+2 |
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| * | Add experimental SendPeriodicAppearanceUpdates = true/false setting to ↵ | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -0/+17 |
| | | | | | | | | | | | | | | | | | | | | [Startup] in OpenSim.ini On osgrid and other places, I have observed that manually sending appearance updates from the console often relieves grey avatar syndrome. Despite hunting high and low, I haven't been able to find where this packet is sometimes being lost - it might be a persistent viewer bug for all I know. Therefore, this experimental setting resends appearance data for everybody in the scene every 60 seconds. These packets are small and the viewer only fetches texture data if it doesn't already have it. Default is false. | ||||
| * | Add a scene maintenance thread in parallel to the heartbeat thread. The ↵ | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -14/+77 |
| | | | | | | | | | | | | | | | | | | maintenance thread will end up running regular jobs that don't need to be in the main scene loop. The idea is to make the critical main scene loop as skinny as possible - it doesn't need to run things that aren't time critical and don't depend on update ordering. This will be done gradually over time to try and uncover any issues. Many non-criticial scene loop activities are being launched on separate threadpool threads anyway. This may also allow modules to register their own maintenance jobs without having to maintain their own timers and threads. Currently the maintenance loop runs once a second, as opposed to the 89ms scene loop. | ||||
| * | Remove unnecessary shutting down check in Scene.Heartbeat(). Add some ↵ | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -17/+20 |
| | | | | | | | | method doc. Rename HeartbeatThread, shuttingdown to conform to code standards. | ||||
| * | Rename Scene.StartTimer() to Start() - this method no longer uses a timer. ↵ | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -24/+25 |
| | | | | | | | | Comment out more effectively unused old heartbeat code. | ||||
| * | Fix build break | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -1/+1 |
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| * | Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769e | Justin Clark-Casey (justincc) | 2012-03-23 | 2 | -3/+3 |
| | | | | | | | | Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase. | ||||
| * | Comment out unused scene loop restart code. | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -19/+22 |
| | | | | | | | | This has actually been unused since at least 0.7.2 due to earlier changes. | ||||
| * | Use m_lastFrameTick instead of m_lastUpdate in Scene.GetHealth(). ↵ | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -2/+2 |
| | | | | | | | | m_lastUpdate is no longer properly updated and is redundant anyway. | ||||
| * | Add commented out section on collisions switch in Scene.SetSceneCoreDebug(). | Justin Clark-Casey (justincc) | 2012-03-23 | 1 | -0/+6 |
| | | | | | | | | This was not implemented before the recent changes but should be at some point. | ||||
| * | refactor: simplify code for checks when part.OwnerID != destPart.OwnerID in ↵ | Justin Clark-Casey (justincc) | 2012-03-22 | 1 | -11/+8 |
| | | | | | | | | MoveTaskInventoryItem() | ||||
| * | Fix llGiveInventory() so that it checks the destination part for ↵ | Justin Clark-Casey (justincc) | 2012-03-22 | 1 | -5/+5 |
| | | | | | | | | | | | | | | AllowInventoryDrop, not the source. This allows llAllowInventoryDrop() to work. Regression test added for this case. | ||||
| * | Add llGiveInventory() test from object to object where both objects are ↵ | Justin Clark-Casey (justincc) | 2012-03-22 | 3 | -6/+17 |
| | | | | | | | | owned by the same user. | ||||
| * | Revert "Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY ↵ | Melanie | 2012-03-22 | 1 | -17/+0 |
| | | | | | | | | | | | | DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch." This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9. | ||||
| * | Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. ↵ | Diva Canto | 2012-03-22 | 1 | -0/+17 |
| | | | | | | | | Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch. | ||||
| * | refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code ↵ | Justin Clark-Casey (justincc) | 2012-03-22 | 3 | -6/+6 |
| | | | | | | | | clarity since non-default animations are handled completely separately from this class | ||||
| * | Instead of loading default avatar animations in both SLUtil and ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 3 | -24/+79 |
| | | | | | | | | | | | | | | | | AvatarAnimations, load just in AvatarAnimations instead. This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST. This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND") but scripts refer to them with lowercase names (e.g. "sit"). | ||||
| * | If "debug scene updates true" then print out to log when a garbage ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 1 | -0/+3 |
| | | | | | | | | collection occurs. | ||||
| * | Add Scene.DebugUpdates switch which, if turned on, will print out a warning ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 1 | -10/+32 |
| | | | | | | | | | | | | | | when a frame updates takes longer than twice the desired time This is controlled via "debug scene updates true|false" on the region console. Also fix an oversight with "debug scene teleport true|false" | ||||
| * | Incorporate scene teleporting debugging into "debug scene teleport ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 2 | -2/+5 |
| | | | | | | | | true|false" command | ||||
| * | Replace "scene debug true false true" console command with "scene debug ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 1 | -25/+30 |
| | | | | | | | | | | | | scripting true" or other parameters as appropriate. This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings. | ||||
| * | Add ability to log warn if a frame takes longer than twice the expected ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 1 | -7/+14 |
| | | | | | | | | time. Currently commented out. | ||||
| * | remove unnecessary tmpFrameMS, use maintc instead for frame time calculation | Justin Clark-Casey (justincc) | 2012-03-20 | 1 | -3/+2 |
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-03-20 | 1 | -1/+1 |
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| | * | slight increase in jump power to make running jump slightly better. | nebadon | 2012-03-20 | 1 | -1/+1 |
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| * | | Move frame loop entirely within Scene.Update() for better future performance ↵ | Justin Clark-Casey (justincc) | 2012-03-20 | 4 | -168/+191 |
| |/ | | | | | | | | | | | | | | | analysis and stat accuracy. Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame. |