Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -3/+8 |
| | | | | DetermineMovementAnimation() for better code readability | ||||
* | Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 2 | -12/+13 |
| | | | | | | | processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again. | ||||
* | Stop some places where we're trying to reset animations in child agents ↵ | Justin Clark-Casey (justincc) | 2011-12-02 | 3 | -16/+23 |
| | | | | where such requests are ignored. | ||||
* | Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵ | Justin Clark-Casey (justincc) | 2011-12-02 | 1 | -3/+0 |
| | | | | | | constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP | ||||
* | minor: formatting changes in Scene.PacketHandlers.cs | Justin Clark-Casey (justincc) | 2011-11-26 | 1 | -5/+5 |
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* | Rip out unused Scene.HandleFetchInventoryDescendentsCAPS(). | Justin Clark-Casey (justincc) | 2011-11-26 | 1 | -58/+0 |
| | | | | This has been handled by WebFetchInvDescHandler.Fetch() for some time. | ||||
* | Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵ | Justin Clark-Casey (justincc) | 2011-11-25 | 1 | -2/+2 |
| | | | | conversion rather than the arrays in TaskInventoryItem | ||||
* | Remove bizarre call to PhysicsScene.Simulate(0) in ↵ | Justin Clark-Casey (justincc) | 2011-11-24 | 1 | -4/+2 |
| | | | | | | Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either | ||||
* | When setting packet level logging via "debug packet", apply to all clients, ↵ | Justin Clark-Casey (justincc) | 2011-11-24 | 1 | -14/+10 |
| | | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information. | ||||
* | Stop an exception being thrown and a teleport/border cross failing if the ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 4 | -29/+22 |
| | | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway) | ||||
* | Chain SOP constructors together rather than having copy/paste code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -14/+5 |
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* | refactor: Make SOP.Description an automatic property | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -6/+3 |
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* | Remove unused PhysicsActor.SOPDescription | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -11/+2 |
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* | Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -2/+6 |
| | | | | | | | 57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them. Also finally get the deregister grid service message working properly | ||||
* | Don't register a region twice on both official registration and maptile ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -7/+5 |
| | | | | | | regeneration. Maptile storage appears orthogonal to region registration | ||||
* | If the entire simulator is shutting down then don't bother to unload the ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -10/+16 |
| | | | | | | | scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker. | ||||
* | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 3 | -3/+11 |
| | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday | ||||
* | Call public ForEach instead of using m_entities directly. No semantic ↵ | Dan Lake | 2011-11-16 | 1 | -2/+2 |
| | | | | changes, just cleanup | ||||
* | In AddNewClient, iterator over copy of entities rather than copying under ↵ | Dan Lake | 2011-11-15 | 1 | -2/+3 |
| | | | | read lock | ||||
* | Make tracked per scene thread names conform to the majorirty format. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -1/+3 |
| | | | | This is <thread-name> (<region-name>) | ||||
* | Add comments about trying to avoid synchronous work off the ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -4/+12 |
| | | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another. | ||||
* | Removed unused and mostly commented out SceneCommunicationService methods | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -116/+3 |
| | | | | As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests | ||||
* | Remove unused RegionCommsListener/IRegionCommsListener. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -3/+0 |
| | | | | All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time. | ||||
* | remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -10/+6 |
| | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead | ||||
* | For clients that are entering a simulator from initial login, stop executing ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -4/+6 |
| | | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient. | ||||
* | Add test for removing a friendship. | Justin Clark-Casey (justincc) | 2011-11-14 | 1 | -0/+11 |
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* | Merge branch 'remove-scene-viewer' | Dan Lake | 2011-11-14 | 6 | -409/+22 |
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| * | Remove SceneViewer from ScenePresence to reduce quadruple queueing of | Dan Lake | 2011-11-11 | 6 | -409/+22 |
| | | | | | | | | | | | | | | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups. | ||||
* | | Improved method doc for AddFriend() - it actually does set up a two-way ↵ | Justin Clark-Casey (justincc) | 2011-11-14 | 1 | -5/+2 |
| | | | | | | | | | | | | relationship. Rename IFriendsModule.AddFriend() to AddFriendship() | ||||
* | | Add test for adding a friend whilst online | Justin Clark-Casey (justincc) | 2011-11-14 | 1 | -0/+14 |
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* | | Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵ | Justin Clark-Casey (justincc) | 2011-11-14 | 1 | -0/+2 |
|/ | | | | | | stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791 | ||||
* | extract common ScenePresence setup code into Init() method for ↵ | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -39/+31 |
| | | | | ScenePresenceSitTests | ||||
* | add SP.PhysicsActor checks to other sit/stand tests | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -0/+4 |
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* | add sit and stand on ground test | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -0/+23 |
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* | extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵ | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -12/+19 |
| | | | | with other sitting code. | ||||
* | As with prim sitting avatars, make an avatar phantom when it sits on the ↵ | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -6/+5 |
| | | | | | | | ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work. | ||||
* | remove unncessary IClientAPI parameter from SP.SendSitResponse() | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -4/+3 |
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* | As per mailing list last week, remove facility that would automatically move ↵ | Justin Clark-Casey (justincc) | 2011-11-11 | 2 | -228/+198 |
| | | | | | | | the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before. | ||||
* | Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵ | Justin Clark-Casey (justincc) | 2011-11-11 | 2 | -17/+42 |
| | | | | | | | list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2011-11-11 | 5 | -274/+283 |
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| * | Fix compile error from an earlier commit | Dan Lake | 2011-11-10 | 1 | -2/+0 |
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| * | Merge branch 'master' of git://opensimulator.org/git/opensim | Dan Lake | 2011-11-10 | 3 | -10/+35 |
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| | * | Prevent linking objects while they are deeded. On unlinking deeded objects, | Melanie | 2011-11-11 | 1 | -4/+19 |
| | | | | | | | | | | | | | | | set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms | ||||
| | * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2011-11-10 | 2 | -19/+15 |
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| | * | | Fix turn left and turn right properly. Works for both built-ins and LSL AOs | Melanie | 2011-11-10 | 2 | -6/+16 |
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| * | | | In SOP, replaced many references to private members with the public properties | Dan Lake | 2011-11-10 | 1 | -243/+233 |
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| * | | Merge branch 'master' of git://opensimulator.org/git/opensim | Dan Lake | 2011-11-10 | 1 | -2/+4 |
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| * | | Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵ | Dan Lake | 2011-11-10 | 2 | -19/+15 |
| | | | | | | | | | | | | properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes. | ||||
* | | | Add new ScenePresenceSitTests with a single sit/stand test | Justin Clark-Casey (justincc) | 2011-11-11 | 1 | -0/+103 |
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* | | Implement nudging support for strafing motion | Melanie | 2011-11-10 | 1 | -2/+4 |
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