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* refactor Scene.RezObject() to use AddNewSceneObject() rather than ↵Justin Clark-Casey (justincc)2011-05-214-25/+17
| | | | copy/pasting code with small differences
* refactor TestRezObjectFromInventoryItem()Justin Clark-Casey (justincc)2011-05-201-6/+6
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* implement Scene.GetSceneObjectGroup(string name) to match the equivalent ↵Justin Clark-Casey (justincc)2011-05-202-3/+43
| | | | GetSOP method
* implement Scene.GetSceneObjectGroup(UUID fullID) using existing indexJustin Clark-Casey (justincc)2011-05-202-0/+26
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* add test for rezzing an object from a prim itemJustin Clark-Casey (justincc)2011-05-203-2/+49
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* correct small mistake in "delete object name <name>" usage summaryJustin Clark-Casey (justincc)2011-05-181-1/+1
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* don't throw a null reference if an inventory link target doesn't exist when ↵Justin Clark-Casey (justincc)2011-05-171-1/+4
| | | | we're inspecting in order to send the required inventory folders
* Fix adding/removing/replacing outfits in viewer 2Justin Clark-Casey (justincc)2011-05-141-18/+27
| | | | | | | | To get this to work, I had to disable the dupe link check I put in a couple of commits ago. When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set. Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links. However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes. Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
* Fix broken inventory links on viewer 2.Justin Clark-Casey (justincc)2011-05-132-2/+23
| | | | | It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first. This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
* Add a smidgen of method doc about the fact that item links reuse the asset ↵Justin Clark-Casey (justincc)2011-05-121-0/+4
| | | | id item slot
* Prevent viewer 2 from creating a duplicate outfit inventory links.Justin Clark-Casey (justincc)2011-05-121-2/+29
| | | | | | | I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit). This should stop lots of duplicate links being created when viewer 2 is used. However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well. It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API. WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
* Add commands to delete objects by name, UUID, creator or ownerMelanie2011-05-091-0/+67
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* adjust avatar terse update packet filter distance error threshold based on ↵dahlia2011-05-061-1/+5
| | | | avatar speed
* remove further mono compiler warningsJustin Clark-Casey (justincc)2011-05-061-1/+1
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* One more bug fix concerning library items that weren't being copied to ↵Diva Canto2011-05-061-1/+1
| | | | user's inventory. Also commented verbose debug message.
* Bug fix: iars under Library weren't being loaded.Diva Canto2011-05-061-0/+2
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* Merge branch 'master' into capsDiva Canto2011-05-041-1/+14
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| * Put the previous state back in the attachments in case the agent transfer fails.Diva Canto2011-05-041-1/+14
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* | Merge branch 'master' into capsDiva Canto2011-05-041-5/+21
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| * use getters instead of member variables in velocity network filter code and ↵dahlia2011-05-041-6/+8
| | | | | | | | add some more descriptive comments.
| * adjust terse avatar update filtering to send updates when distance traveled ↵dahlia2011-05-031-3/+17
| | | | | | | | does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
* | Broke down Caps.cs into a generic Caps object that simply ↵Diva Canto2011-05-012-13/+9
| | | | | | | | | | | | | | registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps. Renamed a few methods that were misnomers. Compiles but doesn't work.
* | Merge branch 'master' into capsDiva Canto2011-05-012-1/+17
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| * Check for RegionID instead of RegionHandle. Other minor tweaksDiva Canto2011-04-301-1/+1
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| * When coming in from a legacy region without fatpacks, start scripts theMelanie2011-04-301-0/+16
| | | | | | | | usual way
* | First stab at cleaning up Caps. Compiles. Untested.Diva Canto2011-04-301-0/+2
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* Delaying starting the scripts on TPs and crossings until the agent is root.Diva Canto2011-04-292-23/+40
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* Remove the scripts of the attachments in the departing region and recreate ↵Diva Canto2011-04-291-0/+2
| | | | them if fail.
* Minor correction to yesterday's changes. Make normal prim crossing (no ↵Diva Canto2011-04-292-2/+3
| | | | attach) work well again.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-04-282-2/+9
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| * Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.Justin Clark-Casey (justincc)2011-04-282-2/+9
| | | | | | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts.
* | Fatpack message on agent transfers: 1 message only (UpdateAgent) containing ↵Diva Canto2011-04-283-98/+32
|/ | | | the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
* Fix a bug where physical objects rezzed with an initial velocity by script ↵Justin Clark-Casey (justincc)2011-04-281-0/+6
| | | | | | | | do not receive this velocity. This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457 The bug was introduced in commit 3ba5eeb
* network traffic reduction - decrease update frequency for moving avatars ↵dahlia2011-04-261-10/+24
| | | | when velocity is unchanged
* Add back the high prioritization for other avatars in theMic Bowman2011-04-261-6/+8
| | | | BestAvatarResponsiveness prioritizer.
* Fixed the transmission of throttles from root agent to childMic Bowman2011-04-251-18/+15
| | | | | | agents. Child throttles are based on the number of child agents known to the root and at least 1/4 of the throttle given to the root.
* Merge branch 'master' into queuetestMic Bowman2011-04-255-28/+83
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-04-213-28/+58
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| | * minor: small amount of method doc and some commented out odds and endsJustin Clark-Casey (justincc)2011-04-211-6/+15
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| | * Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2011-04-212-22/+43
| | | | | | | | | | | | This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
| * | Implement agent limitsMelanie2011-04-212-0/+25
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* | Added a second immediate queue to be used for the BestAvatar policyMic Bowman2011-04-221-4/+30
| | | | | | | | | | | | and currently used for all of an avatars attachments by the other policies. Also changed the way items are pulled from the update queues to bias close objects even more.
* | Added an "immediate" queue to the priority queue. This isMic Bowman2011-04-201-2/+2
|/ | | | | | | | | per Melanie's very good suggestion. The immediate queue is serviced completely before all others, making it a very good place to put avatar updates & attachments. Moved the priority queue out of the LLUDP directory and into the framework. It is now a fairly general utility.
* refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2011-04-182-2/+19
| | | | DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
* Merge branch 'master' into test-merge0418Mic Bowman2011-04-185-18/+62
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| * get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)2011-04-152-4/+4
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| * remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)2011-04-151-1/+3
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| * Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-151-6/+41
| | | | | | | | | | | | | | IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-04-141-1/+5
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| * | simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)2011-04-141-7/+14
| | | | | | | | | | | | this change makes it possible to set an absolute position on a group before it is put into a scene.