Commit message (Collapse) | Author | Files | Lines | ||
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2011-04-18 | add test to ensure that an IAR starts with the control file | Justin Clark-Casey (justincc) | 2 | -11/+39 | |
2011-04-18 | refactor: split out the code which actually copies a particular bundle to ↵ | Justin Clark-Casey (justincc) | 1 | -106/+115 | |
inventory | |||||
2011-04-18 | refactor: rename DeleteToInventory() to CopyToInventory() | Justin Clark-Casey (justincc) | 3 | -3/+20 | |
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not | |||||
2011-04-18 | Fix bug where objects were being coalesced in the wrong positions. | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
This addresses http://opensimulator.org/mantis/view.php?id=5441 The bug was due to a pre-existing mistake in creating the inventory stored position | |||||
2011-04-18 | Provide a configuration setting to control whether multiple taken objects ↵ | Justin Clark-Casey (justincc) | 2 | -15/+47 | |
are coalesced to inventory This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini Default is true. | |||||
2011-04-15 | Remove the call to remove tokens from the parent. Under heavy load | Mic Bowman | 2 | -5/+14 | |
this appears to cause problems with the system timer resolution. This caused a problem with tokens going into the root throttle as bursts leading to some starvation. Also changed EnqueueOutgoing to always queue a packet if there are already packets in the queue. Ensures consistent ordering of packet sends. | |||||
2011-04-15 | Fixes mantis #5431 -- coalesced objects in HG-enabled regions. Needs more ↵ | Diva Canto | 2 | -25/+12 | |
testing to make sure HG inventory isn't broken by this (it shouldn't). | |||||
2011-04-15 | refactor: separate out code that adds permissions | Justin Clark-Casey (justincc) | 1 | -42/+59 | |
2011-04-15 | minor: remove a small amount of code duplication | Justin Clark-Casey (justincc) | 1 | -4/+3 | |
2011-04-15 | refactor: split out some rez code into a separate CreateItemForObject() method | Justin Clark-Casey (justincc) | 1 | -143/+159 | |
2011-04-14 | Add ColladaMesh switch | BlueWall | 2 | -3/+21 | |
2011-04-15 | get rid of all traces of the now used mock service infrastructure | Justin Clark-Casey (justincc) | 7 | -15/+15 | |
2011-04-15 | remove mock asset service for tests in favour of always using the real one | Justin Clark-Casey (justincc) | 1 | -1/+3 | |
2011-04-15 | extend TestLoadCoalesecedItem() to check loaded object ids and positions | Justin Clark-Casey (justincc) | 1 | -1/+7 | |
2011-04-15 | Make all the objects in a coalescence reappears after being loaded from an ↵ | Justin Clark-Casey (justincc) | 5 | -32/+90 | |
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. | |||||
2011-04-14 | implement stub TestLoadCoalesecedItem(). Doesn't do what it's meant to do yet. | Justin Clark-Casey (justincc) | 2 | -4/+48 | |
2011-04-14 | simplify InventoryArchiveTestCase setup | Justin Clark-Casey (justincc) | 1 | -18/+2 | |
2011-04-14 | simplify TestSaveItemToIarV0_1() | Justin Clark-Casey (justincc) | 1 | -18/+2 | |
2011-04-14 | simplify TestRezObject() | Justin Clark-Casey (justincc) | 1 | -17/+1 | |
2011-04-14 | Make scene object parts created by the test utils unit sized. | Justin Clark-Casey (justincc) | 1 | -3/+1 | |
2011-04-14 | simplify coalesced object tests by using existing scene object set up utils | Justin Clark-Casey (justincc) | 2 | -41/+20 | |
this change makes it possible to set an absolute position on a group before it is put into a scene. | |||||
2011-04-13 | Comment out the warning if the prioritizer runs without a fully | Mic Bowman | 1 | -1/+5 | |
initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet... | |||||
2011-04-13 | remove packet monitoring debugging code | Mic Bowman | 1 | -116/+2 | |
2011-04-13 | Fixed the update of items in the priority queue to enable both | Mic Bowman | 2 | -7/+16 | |
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both. | |||||
2011-04-13 | fixed a couple bugs with the property queues | Mic Bowman | 1 | -1/+37 | |
2011-04-13 | First pass at moving object property requests into a queue similar | Mic Bowman | 7 | -177/+235 | |
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code. | |||||
2011-04-13 | New tokenbucket algorithm. This one provides fair sharing of the queues | Mic Bowman | 4 | -145/+259 | |
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent. | |||||
2011-04-13 | Use common coalesced serialization code for both tests and the ↵ | Justin Clark-Casey (justincc) | 1 | -54/+13 | |
InventoryAccessModule. Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again | |||||
2011-04-13 | Adjust the quanterions used in the rez coalsced object tests to get sensible ↵ | Justin Clark-Casey (justincc) | 3 | -5/+24 | |
bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence. | |||||
2011-04-13 | refactor: move code to obtain the coalescence size and object offsets into ↵ | Justin Clark-Casey (justincc) | 3 | -16/+39 | |
CoalescedSceneObjects from the serializer. | |||||
2011-04-13 | Fix bug where rezzing coalesced objects would give all objects the same name ↵ | Justin Clark-Casey (justincc) | 2 | -7/+11 | |
as the item. This now only happens for the first object (which was the item selected last when the coalesce was originally taken) This matches the expected behaviour of the environment as seen on the Linden Labs grid. | |||||
2011-04-13 | Add coalesced scene objects class and serializer. This is currently only ↵ | Justin Clark-Casey (justincc) | 7 | -9/+374 | |
used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly. | |||||
2011-04-13 | Add ColladaMesh switch | BlueWall | 2 | -3/+21 | |
2011-04-13 | factor out some test code into the SetUp() | Justin Clark-Casey (justincc) | 1 | -14/+15 | |
2011-04-13 | Add a regression test for rezzing a single object into a scene from user ↵ | Justin Clark-Casey (justincc) | 3 | -1/+145 | |
inventory | |||||
2011-04-12 | force mesh proxy for simple box prims with path cut | dahlia | 2 | -0/+6 | |
2011-04-12 | Moved 3 request handlers from OpenSim.Framework.Servers.HttpServer up to ↵ | Diva Canto | 11 | -12/+2 | |
OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd. | |||||
2011-04-12 | Implemented terrain save-tile command. Does the opposite of load-tile. For ↵ | Diva Canto | 7 | -0/+132 | |
now, only saves to .png. | |||||
2011-04-12 | Bug fix in object serialization -- sculpt data was wrong. | Diva Canto | 1 | -1/+1 | |
2011-04-12 | remove packet monitoring debugging code | Mic Bowman | 1 | -116/+2 | |
2011-04-12 | Fixed the update of items in the priority queue to enable both | Mic Bowman | 2 | -7/+16 | |
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both. | |||||
2011-04-12 | fixed a couple bugs with the property queues | Mic Bowman | 1 | -1/+37 | |
2011-04-12 | First pass at moving object property requests into a queue similar | Mic Bowman | 7 | -177/+235 | |
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code. | |||||
2011-04-12 | New tokenbucket algorithm. This one provides fair sharing of the queues | Mic Bowman | 4 | -145/+259 | |
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent. | |||||
2011-04-12 | remove packet monitoring debugging code | Mic Bowman | 1 | -116/+2 | |
2011-04-12 | Fixed the update of items in the priority queue to enable both | Mic Bowman | 2 | -7/+16 | |
types of property updates to be specified. Not sure if one form of property update should supercede another. But for now the old OpenSim behavior is preserved by sending both. | |||||
2011-04-12 | fixed a couple bugs with the property queues | Mic Bowman | 1 | -1/+37 | |
2011-04-12 | refactor: simplify bRayEndIsIntersection boolean set from ↵ | Justin Clark-Casey (justincc) | 2 | -26/+2 | |
RayEndIsIntersection byte | |||||
2011-04-12 | If an object is rezzed directly from a prim inventory then give it the ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
rotation it was stored with. | |||||
2011-04-12 | Allow a null rotation to be passed in to RezObject so that we can control ↵ | Justin Clark-Casey (justincc) | 1 | -7/+13 | |
whether to use the serialized rotation or not. Not used yet. |