Commit message (Collapse) | Author | Files | Lines | ||
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2011-11-26 | Use the same web fetch handler for every request from every avatar, since it ↵ | Justin Clark-Casey (justincc) | 1 | -3/+11 | |
contains no instance code | |||||
2011-11-25 | Fix config so that you can have both WebFetchInventoryDescendents and ↵ | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
FetchInvnetoryDescendents2 caps active at once | |||||
2011-11-25 | Resolve error where an unknown asset type would cause the fetch inventory ↵ | Justin Clark-Casey (justincc) | 1 | -4/+1 | |
descendents cap to fail. Introduced just a few commits ago in 0688861 | |||||
2011-11-25 | Implement the FetchInventoryDescendents2 capability using the same code as ↵ | Justin Clark-Casey (justincc) | 1 | -17/+38 | |
WebFetchInventoryDescendents. Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers. | |||||
2011-11-25 | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 3 | -8/+8 | |
2011-11-25 | Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
conversion rather than the arrays in TaskInventoryItem | |||||
2011-11-25 | Fix WebFetchInventoryDescendents cap to use ↵ | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings These cover a wider range of types. | |||||
2011-11-24 | Remove bizarre call to PhysicsScene.Simulate(0) in ↵ | Justin Clark-Casey (justincc) | 1 | -4/+2 | |
Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either | |||||
2011-11-24 | When setting packet level logging via "debug packet", apply to all clients, ↵ | Justin Clark-Casey (justincc) | 2 | -21/+21 | |
not just root ones. Also adds scene name and client type (root|child) to logged information. | |||||
2011-11-24 | comment out a noisy log line I accidentally left in from the last commit | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-24 | Stop passing a request handler to the initial caps.RegisterHandler in ↵ | Justin Clark-Casey (justincc) | 1 | -157/+162 | |
EventQueueGetModule since this is immediatley replaced by a poll server handler. This allows us to comment out a bunch of code and simplify the codebase and readability. | |||||
2011-11-24 | Add a "debug eq" console command for debugging. | Justin Clark-Casey (justincc) | 1 | -6/+79 | |
This will log outgoing event queue message names if turned on. | |||||
2011-11-24 | Add disabled CrossBehaviour to pCampBot, which is designed to cross test ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
bots between neighbouring regions. Not yet enabled since there is a bug where the initial cross will work but all subsequent movements on the receiving simulator appear to fail. | |||||
2011-11-23 | Line endings | Dan Lake | 1 | -101/+101 | |
2011-11-23 | Shell Environment Variables in config | BlueWall | 2 | -2/+27 | |
Adding updated Nini and support to use shell environment variables in OpenSimulator configuration. Nini @ https://github.com/BlueWall/Nini-Dev | |||||
2011-11-22 | Log error if we attempt to add/remove an OdeCharacter from the _characters ↵ | Justin Clark-Casey (justincc) | 1 | -23/+33 | |
list inappropriately | |||||
2011-11-22 | Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵ | Justin Clark-Casey (justincc) | 1 | -6/+1 | |
this is now being down in OdeCharacter.DestroyOdeStructures() | |||||
2011-11-22 | Comment out uncalled OdeScene.UnCombine() | Justin Clark-Casey (justincc) | 2 | -66/+60 | |
2011-11-22 | Comment out unimplemented and uncalled RegionCombinerModule.UnCombineRegion() | Justin Clark-Casey (justincc) | 1 | -27/+27 | |
2011-11-22 | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-22 | Stop an exception being thrown and a teleport/border cross failing if the ↵ | Justin Clark-Casey (justincc) | 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) | |||||
2011-11-22 | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 3 | -141/+128 | |
we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | |||||
2011-11-21 | Slightly improve "Unable to space collide" logging message, though I don't ↵ | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
think I've ever seen this. | |||||
2011-11-21 | Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵ | Justin Clark-Casey (justincc) | 1 | -17/+4 | |
contain a null character. Ignoring the ancient code glyphs not to do this.... | |||||
2011-11-21 | remove unnecessary OdeScene._activeprims locking. Code is single-threaded | Justin Clark-Casey (justincc) | 1 | -53/+46 | |
2011-11-21 | Restore defects list. In hindsight, the reason for this is becuase we can't ↵ | Justin Clark-Casey (justincc) | 2 | -92/+112 | |
remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded | |||||
2011-11-21 | simplify operation of OdeScene._perloopContact | Justin Clark-Casey (justincc) | 1 | -45/+51 | |
2011-11-21 | don't bother locking OdeScene._perloopContact in single threaded code | Justin Clark-Casey (justincc) | 1 | -47/+42 | |
2011-11-21 | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 1 | -10/+24 | |
2011-11-21 | rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵ | Justin Clark-Casey (justincc) | 1 | -8/+10 | |
match existing DestroyOdeStructures() | |||||
2011-11-21 | refactor: Eliminate one line ODECharacter.doForce() method for code clarity | Justin Clark-Casey (justincc) | 1 | -15/+3 | |
2011-11-21 | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 3 | -23/+24 | |
nothing right now | |||||
2011-11-21 | Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵ | Justin Clark-Casey (justincc) | 2 | -70/+29 | |
point of detection rather than later on. | |||||
2011-11-21 | move geom/actor map maintenance into ↵ | Justin Clark-Casey (justincc) | 2 | -10/+9 | |
DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed | |||||
2011-11-21 | When changing avatar size in ODE, remove the old actor from the name and ↵ | Justin Clark-Casey (justincc) | 2 | -8/+14 | |
actor maps | |||||
2011-11-21 | When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵ | Justin Clark-Casey (justincc) | 2 | -10/+23 | |
the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter() | |||||
2011-11-21 | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 3 | -9/+14 | |
maintaining their own properties | |||||
2011-11-21 | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 1 | -1/+3 | |
2011-11-21 | Chain SOP constructors together rather than having copy/paste code | Justin Clark-Casey (justincc) | 1 | -14/+5 | |
2011-11-21 | refactor: Make SOP.Description an automatic property | Justin Clark-Casey (justincc) | 1 | -6/+3 | |
2011-11-21 | Remove unused PhysicsActor.SOPDescription | Justin Clark-Casey (justincc) | 1 | -11/+2 | |
2011-11-21 | Instead of generating a new list for bad characters on every physics pass, ↵ | Justin Clark-Casey (justincc) | 1 | -3/+12 | |
keep reusing the same list. | |||||
2011-11-19 | Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for ↵ | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
SendCreateChildAgent" message This is misleading since a simulator will call this method before successfully trying remote regions. Also comments out spammy "[SIMULATION]: Stream handler called" AgentHandlers messages for now. | |||||
2011-11-19 | minor: Make HelloNeighbour messages more informative | Justin Clark-Casey (justincc) | 1 | -5/+10 | |
2011-11-19 | Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵ | Justin Clark-Casey (justincc) | 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 | |||||
2011-11-19 | Don't register a region twice on both official registration and maptile ↵ | Justin Clark-Casey (justincc) | 1 | -7/+5 | |
regeneration. Maptile storage appears orthogonal to region registration | |||||
2011-11-17 | For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵ | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
after printing out the error, since this method is invoked by users. Still throwing the exception on the stream method since this invoked programatically | |||||
2011-11-17 | Make "terrain save" more friendly by telling the user if we have saved and ↵ | Justin Clark-Casey (justincc) | 1 | -18/+32 | |
putting out a useful complaint message if we haven't for some reason | |||||
2011-11-17 | If the entire simulator is shutting down then don't bother to unload the ↵ | Justin Clark-Casey (justincc) | 2 | -17/+35 | |
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. | |||||
2011-11-16 | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 9 | -44/+40 | |
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 |