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* Tidy up a superfluous AddPrimShape override in PhysicsSceneCareminster Team2011-07-191-1/+0
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* On all undo/redo operations, consistently lock the undo object for ↵Justin Clark-Casey (justincc)2011-07-191-5/+1
| | | | everything, in order to avoid any deadlock issues.
* If we store an undo, wipe anything already present on the redo stackJustin Clark-Casey (justincc)2011-07-191-0/+3
| | | | | This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too.
* stop redo throwing an exception if there is nothing to redoJustin Clark-Casey (justincc)2011-07-191-10/+13
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* refator: simplify UndoState.Compare() codeJustin Clark-Casey (justincc)2011-07-191-20/+9
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* rip out pointless null checks in UndoState where part can never be nullJustin Clark-Casey (justincc)2011-07-191-81/+72
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* Fix undo when changing just the root prim's position in a linkset.Justin Clark-Casey (justincc)2011-07-193-9/+11
| | | | | | I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected). Also, the double undo bug for resize is still present. Redo might be incredibly buggy, haven't even looked at that yet.
* refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-193-6/+6
| | | | consistency
* comment out all kinds of debugging guffJustin Clark-Casey (justincc)2011-07-193-39/+39
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* Fix undo for rotation of the root prim in a linkset on its own.Justin Clark-Casey (justincc)2011-07-192-8/+15
| | | | The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
* Fix undo of rotation of single prims in a linksetJustin Clark-Casey (justincc)2011-07-192-9/+11
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* Fix undo of prim group rotation.Justin Clark-Casey (justincc)2011-07-193-24/+34
| | | | | This isn't that great since I think I broke it a few commits earlier. Undo of rotation of individual prims in a linkset is still broken
* Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what ↵Justin Clark-Casey (justincc)2011-07-192-7/+11
| | | | it actually does and is more consistent with other method names.
* Stop undo of just the root prim position in the linkset from shifting the ↵Justin Clark-Casey (justincc)2011-07-193-9/+15
| | | | | | whole linkset. However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
* fix undo when resizing of non-root individual prims in a linksetJustin Clark-Casey (justincc)2011-07-192-4/+6
| | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
* Fix undo for resizing linksetsJustin Clark-Casey (justincc)2011-07-193-29/+60
| | | | | | This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim Resizing individual components of linksets is still dodgy. Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
* remove undo state storage in a few places where it's pointlessJustin Clark-Casey (justincc)2011-07-192-5/+1
| | | | no functional effect - existing bugs still remain
* Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-185-53/+193
| | | | | | | Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed.
* Use a standard generic system stack for the undo/redo stacks instead of our ↵Justin Clark-Casey (justincc)2011-07-182-2/+16
| | | | | | | own homebrew. system stack also uses an array, so no performance penalty. Also exposes undo count and adds a test assertion for correct undo count after resize
* refactor: group all the undo/redo code in SOP into one place for easier code ↵Justin Clark-Casey (justincc)2011-07-181-59/+62
| | | | reading
* Replace ifs in SOG.GroupResize() with Math.Min()Justin Clark-Casey (justincc)2011-07-163-14/+25
| | | | | Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize). Will get some more attention soon.
* remove now unncessary parts of SceneObjectGroup.Resize()Justin Clark-Casey (justincc)2011-07-161-21/+5
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* refactor: replace scale limiting code with more elegant Math.Min callsJustin Clark-Casey (justincc)2011-07-161-12/+6
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* refactor: Push all part resize code down into SceneObjectPart.Resize()Justin Clark-Casey (justincc)2011-07-164-56/+32
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* add test for resizing one part in a groupJustin Clark-Casey (justincc)2011-07-162-1/+36
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* refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-29/+32
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* minor: add a log warning if a sculpt/mesh async asset request returns no dataJustin Clark-Casey (justincc)2011-07-161-0/+4
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* refactor: remove pointless sender != null tests, etc, in AssetReceived, ↵Justin Clark-Casey (justincc)2011-07-161-6/+9
| | | | since the method called always belongs to the object that generated the request
* eliminate unused and redundant SceneObjectGroup.AssetReceived()Justin Clark-Casey (justincc)2011-07-161-17/+0
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* fix build break from last commitJustin Clark-Casey (justincc)2011-07-161-1/+1
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* Eliminate the pointless textured id argument to SculptTextureCallbackJustin Clark-Casey (justincc)2011-07-161-15/+6
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* remove the need to supply SceneObjectGroup.GroupResize() with a localId.Justin Clark-Casey (justincc)2011-07-163-132/+133
| | | | This is utterly pointless scene we already know which sog we're dealing with.
* Add very basic test for resizing a scene object with one primJustin Clark-Casey (justincc)2011-07-162-1/+69
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* If resized shape is a mesh/sculpt, leave it to the mesh asset callback to ↵Justin Clark-Casey (justincc)2011-07-161-2/+8
| | | | | | trigger the physics actor taint. In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
* Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-162-1/+20
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* Fix some local id issues in physics glueroot2011-07-152-14/+22
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* fix duplication of physical objects for physics engines that care about the ↵Robert Adams2011-07-151-6/+6
| | | | initial value of localID
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-123-4/+10
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* Properly regenerate physics proxy when a mesh is resized.Justin Clark-Casey (justincc)2011-07-111-0/+8
| | | | This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
* refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that ↵Justin Clark-Casey (justincc)2011-07-112-17/+49
| | | | actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-113-9/+23
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+11
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* refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-6/+8
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* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-07-111-1/+1
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* refactor: very minor space insertionJustin Clark-Casey (justincc)2011-07-111-1/+1
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* refactor: make argument to SOP.UpdatePrimFlags() more readableJustin Clark-Casey (justincc)2011-07-111-14/+19
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* Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its ↵Justin Clark-Casey (justincc)2011-07-096-7/+7
| | | | effects and return object
* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-092-1/+2
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-081-1/+9
| | | | CanGetAgentInventoryItem() to improve code readability
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-0/+4
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