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* lsGetWindlightScene() returns raw int value, which makes unable to compare ↵Makopoppo2011-07-091-2/+3
| | | | to another value with llListFindList()
* Made some LSL_Constant or LS_Constant raw int valuesMakopoppo2011-07-091-2/+7
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* Instance-types-in-list fix for LSL/OSSL functions. This will fix ↵Makopoppo2011-07-092-30/+31
| | | | | | | | | | | | | | | | | | llListFindList() which always returns -1 when you compare with the list from those functions. *llCSV2List *llGetAnimationList *llGetLinkPrimitiveParams *llGetObjectDetails *llGetParcelDetails *llGetParcelPrimOwners *llGetPrimitiveParams *GetLinkPrimitiveParamsEx *osGetAgents *osMatchString *osGetLinkPrimitiveParams *osGetPrimitiveParams *osGetAvatarList
* Rename SetSculptData() to SetSculptProperties(), since this is what it does ↵Justin Clark-Casey (justincc)2011-07-092-2/+2
| | | | (setting SculptData is done through the property)
* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-096-28/+41
| | | | | | | | 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.
* stop the local inventory services connector from logging an error when an ↵Justin Clark-Casey (justincc)2011-07-081-3/+3
| | | | | | item id isn't found. making this query is legitimate and so the log line can cause false positivies. It is up to callers to log an error if appropriate.
* fix bug where opening a library script would failJustin Clark-Casey (justincc)2011-07-081-2/+2
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* refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-083-6/+13
| | | | CanGetAgentInventoryItem() to improve code readability
* refactor: eliminate redundant return statementJustin Clark-Casey (justincc)2011-07-081-3/+1
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* refactor: Factor out AddSubMesh() method from long ↵Justin Clark-Casey (justincc)2011-07-082-49/+58
| | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit.
* Fix interpretation of physics mesh proxies from mesh dataJustin Clark-Casey (justincc)2011-07-081-0/+10
| | | | | | | | As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data. If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc. To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini). Convex hull physics not currently supported.
* minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-082-53/+23
| | | | added in the last commit
* refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵Justin Clark-Casey (justincc)2011-07-082-3825/+3873
| | | | to improve code readability
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-085-5/+18
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* Switch the MeshUploadFlag CAP module on and off with the existing config ↵Justin Clark-Casey (justincc)2011-07-071-14/+35
| | | | | | AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini) Default is on.
* Make MeshUploadFlagModule non-shared rather than shared (since each scene ↵Justin Clark-Casey (justincc)2011-07-071-1/+1
| | | | needs its own cap)
* Ensure that the max transfer distance is initialized correctly.Mic Bowman2011-07-071-1/+7
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* add MeshUploadFlag capability fixed mesh upload with latest mesh viewer ↵Michael Cerquoni aka Nebadon Izumi2011-07-072-18/+150
| | | | thank you dahlia and lkalif for helping to make this happen!
* Add TestClearCache()Justin Clark-Casey (justincc)2011-07-041-0/+17
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* add TestExpireAsset()Justin Clark-Casey (justincc)2011-07-041-0/+20
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* refactor: Move test setup code into setup methodJustin Clark-Casey (justincc)2011-07-041-13/+20
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* Make it possible to disable the file part of the flotsam asset cacheJustin Clark-Casey (justincc)2011-07-042-39/+74
| | | | | | | | This matches the ability to disable the memory part This is controlled through the FileCacheEnabled parameter in FlotsamCache.ini Default is true, so existing installations are not affected. Improved fcache command feedback when various caches are disabled. Re-enabled test for flotsam cache with file caching disabled.
* refactor: Split file cache manipulation code into separate methods, as has ↵Justin Clark-Casey (justincc)2011-07-041-102/+131
| | | | already been done for the memory cache
* Add basic flotsam asset cache test for retrieved cached asset.Justin Clark-Casey (justincc)2011-07-042-0/+84
| | | | Disabled temporarily since file system caching disrupts subsequent test runs
* If a user has the rights to edit a parcel's properties, then also allow them ↵Justin Clark-Casey (justincc)2011-07-021-4/+4
| | | | | | | always to enter that parcel. This is patch http://opensimulator.org/mantis/view.php?id=5567 Thanks Snoopy!
* Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)2011-07-024-4/+73
| | | | the scene presence exists
* refactor: simplify existing npc code by creating them directly rather than ↵Justin Clark-Casey (justincc)2011-07-021-102/+37
| | | | | | indirectly via a timer no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!
* Make default serverside_object_permissions = true since this better matches ↵Justin Clark-Casey (justincc)2011-07-012-2/+2
| | | | | | user expectations. It also matches the default setting in the OpenSim.ini.example file
* fix build break I just introducedJustin Clark-Casey (justincc)2011-07-011-2/+1
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* Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)2011-07-014-27/+164
| | | | | | | If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
* Allow physics proxy generation for meshes using new asset format.dahlia2011-06-292-5/+21
| | | | Fix an invalid cast exception while decoding new mesh asset format.
* Don't follow inventory links of links.Justin Clark-Casey (justincc)2011-06-291-1/+4
| | | | | This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
* refactor: simplify redundant double containing folder checkJustin Clark-Casey (justincc)2011-06-291-2/+4
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* If an inventory link target is in the same folder as the source, then don't ↵Justin Clark-Casey (justincc)2011-06-291-1/+6
| | | | | | recursively request that folder. Currently, this should never actually happen but certainly best to handle this case
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-297-43/+85
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* [PATCH 2/2] [FIX] osGetPrimitiveParams() and osSetPrimitiveParams()Makopoppo2011-06-281-0/+2
| | | | | | crashes throwing System.NullReferenceException Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* [PATCH] osSetSpeed() will accept float numberMakopoppo2011-06-283-4/+4
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* [PATCH] Get osGetWindParam() and osSetWindParam() accessibleMakopoppo2011-06-283-15/+14
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* [PATCH 1/2] Fixed the function names of some OSSL functions shown asMakopoppo2011-06-281-3/+3
| | | | | | threat-level check error message Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* minor: temporarily comment out the local status notify friends messages seen ↵Justin Clark-Casey (justincc)2011-06-271-1/+1
| | | | | | on login/logout, since it's a bit noisy on the console. Please uncomment if/when this is still needed.
* Changed actual default values of 'ServiceConnectorModule' and ↵Makopoppo2011-06-243-3/+3
| | | | 'MessagingModule' in [Groups] section in accordance with OpenSim.ini.example descriptions
* Optionally, don't delete previously compiled scripts on startupOren Hurvitz2011-06-241-5/+14
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-06-241-0/+2
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| * Merge branch 'master' of /home/opensim/src/opensimBlueWall2011-06-241-0/+2
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| | * RegionReady Module:BlueWall2011-06-241-0/+2
| | | | | | | | | | | | Add notification to neighbors when logins are enabled.
* | | Implement the latest mesh mechanism so that rezzing the uploaded mesh now ↵Justin Clark-Casey (justincc)2011-06-242-6/+195
|/ / | | | | | | | | | | | | works again. Many thanks to the aurora project for pioneering this. This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
* | minor: method documentationJustin Clark-Casey (justincc)2011-06-241-6/+8
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* | Tell hypergridders when their teleports fail because of the 4096 limit ↵Justin Clark-Casey (justincc)2011-06-244-16/+54
| | | | | | | | | | | | | | | | | | | | | | rather than just saying "destination not found" Instead of performing the 4096 check when the region is linked (and subsequently removing the link), leave the link in place and perform the check in the entity transfer module This allows us to explicitly tell the hypergridder why the teleport failed (region out of range). It also allows people on regions that are within range (on a large source grid) to teleport. The Check4096 config parameter in the [GridService] section is replaced by a max_distance paramter in a new [EntityTransfer] section in OpenSimDefaults.ini Since the parameter is in OpenSimDefaults.ini no action needs to be taken unless you want to increase this limit. It could also be decreased. The check is being made in the base entity transfer module, since I believe the viewer problem occurs both on extremely large grids and while hypergridding.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-06-167-10/+202
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| * | Add localID to physical object creation functions.Mic Bowman2011-06-155-5/+25
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