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* Add J2K decoder routine that converts directly to an image.Robert Adams2014-01-191-1/+9
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* varregion: remove unnecessary border checking code in ScenePresence.Robert Adams2014-01-111-0/+6
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* Merge branch 'master' into varregionRobert Adams2014-01-115-76/+99
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-101-5/+5
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| | * When moving the root prim of an attachment: a) Change the attach position; ↵Oren Hurvitz2014-01-101-5/+5
| | | | | | | | | | | | b) Move the other prims in the reverse direction to compensate
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-104-71/+92
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| | * Refactored: use a single function to apply an object's folded permissions to ↵Oren Hurvitz2014-01-102-14/+14
| | | | | | | | | | | | its main permissions
| | * Refactored setting permissions when rezzing items: use the same function ↵Oren Hurvitz2014-01-103-57/+78
| | | | | | | | | | | | | | | | | | when rezzing from user inventory and prim inventory. Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
| * | Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-081-0/+2
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| | * If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)2014-01-081-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
| * | Some missing definitions needed for successful compilation.Robert Adams2014-01-041-1/+2
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| * | varregion: Add region size to teleport event messages (EnableSimulator,Robert Adams2014-01-042-4/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen). Conflicts: OpenSim/Framework/RegionInfo.cs
* | | varregion: Add region size to teleport event messages (EnableSimulator,Robert Adams2014-01-032-4/+10
| | | | | | | | | | | | | | | | | | | | | CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen).
* | | varregion: extract banned region logic into a class for cleanlyness.Robert Adams2013-12-271-115/+13
| | | | | | | | | | | | | | | Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation so hitting borders and bad teleports do not continuiously hammer on the GridService.
* | | varregion: many more updates removing the constant RegionSize and replacingRobert Adams2013-12-263-62/+13
| | | | | | | | | | | | with a passed region size. This time in the map code and grid services code.
* | | varregion: add lots of DEBUG level log messages. Especially for teleport.Robert Adams2013-12-244-9/+9
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* | | varregion: remove unused Scene.HaveNeighbor routine. Its computationRobert Adams2013-12-241-42/+1
| | | | | | | | | | | | was wrong for large regions anyway.
* | | Merge branch 'master' into varregionRobert Adams2013-12-177-375/+934
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-12-163-15/+39
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| | * \ Merge branch 'justincc-master'Justin Clark-Casey (justincc)2013-12-141-3/+12
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| | | * Wrap analysis of the particle system in the UUID Gatherer in a separate ↵Justin Clark-Casey (justincc)2013-12-141-3/+12
| | | | | | | | | | | | | | | | | | | | | | | | try/catch as sometimes it appears that this can be corrupt. As per Oren's suggestion.
| | * | Comment out sit position checks in TestSitAndStandWithSitTarget() in SP and ↵Justin Clark-Casey (justincc)2013-12-141-8/+6
| | | | | | | | | | | | | | | | | | | | | | | | NPC tests until positions are known to be stable. Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
| | * | Fix build break in test from previous commit 54cc229 - hadn't realized ↵Justin Clark-Casey (justincc)2013-12-141-1/+1
| | | | | | | | | | | | | | | | ScenePresence inst var name was slightly different
| | * | Fix TestSitAndStandWithNoSitTarget NPC and SP tests.Justin Clark-Casey (justincc)2013-12-141-1/+1
| | | | | | | | | | | | | | | | | | | | These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
| | * | Eliminate unnecessary line from my previous commit 1d605642Justin Clark-Casey (justincc)2013-12-131-2/+0
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| | * | Refix sitting on child prims by reinserting relevant code back into ↵Justin Clark-Casey (justincc)2013-12-111-3/+22
| | | | | | | | | | | | | | | | SP.HandleAgentSit()
| * | | This is the acutal sitting avatar crossing code. This commit implements theMelanie2013-12-161-2/+152
| |/ / | | | | | | | | | | | | | | | | | | | | | actual crossing mechanics for seated avatars, using the supporting code from the previous commits. Physics is not supported yet, although some few bits for them are already in place due to the earlier code drops. With this commit, crossing sitting avatar by "editing" the prim across the border, by using llSetPos or keyframe motion may already be possible. Vehicles will come next.
| * | Replace proprietary file header with BSD oneMelanie2013-12-111-6/+27
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| * | Add missing files *blush*Melanie2013-12-111-0/+19
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| * | Committing the Avination Scene Presence and related texture codeMelanie2013-12-113-354/+713
| | | | | | | | | | | | | | | | | | | | | | | | | | | - Parts of region crossing code - New bakes handling code - Bakes now sent from sim to sim without central storage - Appearance handling changes - Some changes to sitting - A number of unrelated fixes and improvements
| * | This is the Avination Entity Transfer Module. Surprisingly, it still compilesMelanie2013-12-111-22/+10
| |/ | | | | | | | | but I don't know if it runs. Will probably crash and burn as the supporting code isn't there yet.
* | varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.Robert Adams2013-12-144-16/+16
| | | | | | | | | | | | Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z. This keeps the downward compatibility and follows the scheme of 'region' and 'world' location naming that is happening in the Util module.
* | Merge branch 'master' into varregionRobert Adams2013-12-051-3/+4
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| * Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-13/+2
| | | | | | | | | | | | | | x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
| * Ignore X and Y body rotations when sent by mouse look.Justin Clark-Casey (justincc)2013-12-031-3/+15
| | | | | | | | | | | | | | | | Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix
* | Merge branch 'master' into varregionRobert Adams2013-12-013-104/+201
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| * Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced ↵Justin Clark-Casey (justincc)2013-11-301-1/+1
| | | | | | | | for slow walk/run in 4cfe02a rather than the magic number
| * Remove unused SP.Updated flag, which appears unused for many years and was ↵Justin Clark-Casey (justincc)2013-11-301-10/+0
| | | | | | | | only set true once and never reset
| * Implement most effects of AGENT_CONTROL_STOPJustin Clark-Casey (justincc)2013-11-302-44/+104
| | | | | | | | | | | | | | | | | | | | AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer. For a stopped avatar, this prevents fly or walk/run (though not rotate) until released. For a walking/running avatar, this reduces movement to half speed. For a flying avatar, this stops the avatar. These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8 Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
| * Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint ↵Justin Clark-Casey (justincc)2013-11-301-19/+6
| | | | | | | | rather than a byte
| * Remove unused sp.ParentPosition, which has not been used for some timeJustin Clark-Casey (justincc)2013-11-292-21/+2
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| * Comment out debug sit message accidently left activeJustin Clark-Casey (justincc)2013-11-291-3/+3
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| * Fix regression where sitting on ground stopped working.Justin Clark-Casey (justincc)2013-11-291-8/+11
| | | | | | | | This was due to the PhysicsActor no longer being recreated on stand from ground.
| * Restore SP.AbsolutePosition to properly return actual absolute position when ↵Justin Clark-Casey (justincc)2013-11-291-1/+1
| | | | | | | | sitting
| * Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)2013-11-271-7/+49
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| * Only translate linked prim specified offset pos by the link prim rotation, ↵Justin Clark-Casey (justincc)2013-11-261-13/+15
| | | | | | | | | | | | not any specified avatar rotation as well. Don't translate root prim position by avatar rotation.
| * fix position changes when sitting on a prim with position and/or orientation ↵Justin Clark-Casey (justincc)2013-11-261-3/+28
| | | | | | | | explicitly specified
| * fix avatar rotation when sitting on a linked partJustin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
| * Refix fix for sitting on non-root linked prims with explicit sit targets.Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
| * Fix non-root prim sit positions for prims where a sit target has been ↵Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | specified as well.