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* fixed the bug where changing the rotation of a selection of prims in a ↵MW2009-07-173-3/+87
| | | | | | | | | linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects). This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
* * Change the order of Update so Physics processes a frame before the scene ↵Teravus Ovares2009-07-172-54/+89
| | | | | | | | | | | | manipulates the physics Scene.cs * Remove the draconic locking around adding an avatar to the Scene * Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent. * Make the Set Appearance method use the proper 'remove from physics scene' method. * It *may* help border crossings. * It *may* help the 'on avatar rez' lag, that people have been seeing the past week. * It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
* Allow OpenSim to run without script engines enabledMelanie Thielker2009-07-161-0/+5
| | | | | | Fixes Mantis #3893
* * Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares2009-07-161-1/+1
| | | | if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
* There was possible a locking issue in revision 9951 so reverting that ↵MW2009-07-161-18/+21
| | | | revision until further testing can be done.
* minor: remove some mono compiler warningsJustin Clarke Casey2009-07-153-4/+2
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* Bounding Box/find rez from inventory point code now seems to be working ↵MW2009-07-152-6/+24
| | | | | | | correctly. So next step is to clean up that code and wait for bug reports.
* Yet more work on fixing the boundingbox code.MW2009-07-151-11/+21
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* More fixing of the boundingbox code.MW2009-07-151-8/+9
| | | | | Still more work needed to get linksets to rezz correctly (not in the ground)
* A attemp to fix the boundingBox code that I committed the other day.MW2009-07-151-25/+174
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* A stab at implementing llSetDamage. Not persistent.Melanie Thielker2009-07-153-1/+21
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* A commit to retrigger pandaMW2009-07-131-1/+0
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* Changed it so that when rezzing prims from inventory, a bounding box ↵MW2009-07-133-3/+55
| | | | containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
* Attempt to make it so items rezzed from inventory aren't half in the ground ↵MW2009-07-131-2/+10
| | | | | | | or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims. This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
* Changed the DeRezObject event so it passes a list<uint> of localIDs in one ↵MW2009-07-121-0/+17
| | | | event trigger rather than triggering the event once for every localid in the derez packet.
* * Added a user friendly message to the sqlite regionsettings saver giving ↵Teravus Ovares2009-07-101-1/+1
| | | | | | | them troubleshooting options and telling them to restart the simulator. This situation, hopefully is temporary and generates an exception when sqlite users first start OpenSimulator because of an unexpected condition in the database layer. Restart and all is well. * Added a user friendly message to the 'No IInventoryService available' condition with troubleshooting options.
* Committing the interface change and the addition to the modules to getMelanie Thielker2009-07-101-0/+14
| | | | | | the ball rolling on replacable modules. No user functionality yet
* * Commit some BinBVH rotation convenience. Calculates the W element of the ↵Teravus Ovares2009-07-101-0/+8
| | | | joint rotation quaternion and provides a property so consumer doesn't have to.
* Prevent teleports from ending undergroundMelanie Thielker2009-07-082-0/+52
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* Thank you kindly, AnakinLohner, for a patch that addresses:Charles Krinke2009-07-021-0/+18
| | | | | | | | The patch included updates the root and child prims' AttchedAvatar with the right UUID. It also cleans the AttachedAvatar properties for the root and child prims on Drop and Detach
* make methods surounding backup virtual so they could be override for server ↵Sean Dague2009-07-021-3/+3
| | | | side created objects
* Update svn properties, add copyright header, formatting cleanup.Jeff Ames2009-06-291-1/+28
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* From: Chris Yeoh <yeohc@au1.ibm.com>Sean Dague2009-06-291-0/+4
| | | | | | | | Attached is a patch that changes the oar file saving of creation date/time to an integer instead of a string. I did this after justincc emailed me saying there is a problem with internationalisation doing it the old way and I said I'd fix it. Its been tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
* Removed the List<NewForce> m_forceList from ScenePresence, as there wasn't ↵MW2009-06-281-20/+18
| | | | any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
* Update svn properties.Jeff Ames2009-06-272-244/+244
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* Fixed null bug, which was making unit tests failMW2009-06-261-3/+7
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* Extracted the code that handles the sending of prim updates to the client, ↵MW2009-06-264-159/+269
| | | | | | | from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes. By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
* Added a note to the ScenePresence.UpdateMovement() method, to remind ↵MW2009-06-251-1/+1
| | | | everyone that the so called "forces" are actually velocities.
* Applied patch from mantis #3820 which changed the clearing of the ↵MW2009-06-251-20/+16
| | | | | | | ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake. I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
* Reading GroupPosition, but setting OffsetPosition in undo doesnt' seem right.Melanie Thielker2009-06-241-2/+2
| | | | | | | This may fix the Mantii where individual prims ctrl-z to nirvana, but it's not tested.
* Formatting cleanup, ignore some generated files.Jeff Ames2009-06-221-2/+2
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* Update svn properties.Jeff Ames2009-06-222-218/+218
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* * Panda no like LongRunningAttribute, no? Me now reverting minuscule fix, ↵lbsa712009-06-221-1/+1
| | | | yes? Panda happy, eh?
* * Minuscule CC fixlbsa712009-06-221-0/+2
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* * Added SceneTests and SceneBaseTestslbsa712009-06-224-2/+220
| | | | | | * Changed some fields to protectesd to enable faking
* Correct the behaviro of group deeding and llGetOwner() within deeded objectsMelanie Thielker2009-06-211-1/+7
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* Publish a method on ICompiler to generate the CIL assembly pathMelanie Thielker2009-06-211-0/+1
| | | | | | Cause group deeding to apply next owner perms
* When a shared module hooks OnClientClosed, it has no way of findingMelanie Thielker2009-06-192-4/+4
| | | | | | | | | out which client connection has closed. So, in multi-region sims, things can get messy fast. This introduces a second parameters, which is a Scene object ref. Minor adjustments to custom modules may be required due to this change.
* From: Chris Yeoh <yeohc@au1.ibm.com>Sean Dague2009-06-192-6/+10
| | | | | | This patch ensures that the touch positions are set during touch_end events (currently only working for touch_start and touch events).
* * Corrected CAPS namespacesArthur Valadares2009-06-184-4/+4
| | | | | * "luke, use the sed"
* Fixes Mantis #3793 . Committing thomax/Snoopy's patch to allow deeding of ↵Melanie Thielker2009-06-142-5/+54
| | | | | | | | | | objects, with changes: - Set OwnerID = GroupID for deeded objects. - Close a security loophole that would have allowed a user with deed rights in a group to deed ANY object to that group, even if it's not owned by them and/or not set to that group - Set LastOwnerID correctly. Handle objects vs. prims correctly.
* Renamed Region/CoreModules/ServiceConnectors to ↵diva2009-06-142-2/+2
| | | | Region/CoreModules/ServiceConnectorsOut. No functional changes.
* Pulled out HelloNeighbour into its own service, INeighbourService, which may ↵diva2009-06-143-11/+12
| | | | get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
* Heart surgery no.2: the inventory service hooks. diva2009-06-101-0/+20
| | | | | | | Several improvements in the connectors themselves. Several improvements in configurations. Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
* Formatting cleanup.Jeff Ames2009-06-105-10/+10
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* Formatting cleanup. Ignore some generated files.Jeff Ames2009-06-092-21/+21
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* Thank you Snoopy, for a patch that implements group permissions.Melanie Thielker2009-06-091-9/+18
| | | | | | | | Applied with changes: - removed spammy debug message - corrected tab formatting
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-091-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
* * Reverting the test restructuring as, on second thought, this is not at all ↵lbsa712009-06-075-0/+0
| | | | | | | how the tests are structured. (pt1)
* * minor: tiny tweak just to trigger another panda buildJustin Clarke Casey2009-06-051-1/+1
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