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* Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-2621-16/+40
| | | | with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | arithmetic to compute the shortest path between the current tilt and vertical.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
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* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-253-11/+24
| | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
* BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-252-14/+74
| | | | hull count for simple (non-cut prims) meshes.
* Start recording inter-region teleport attempts, aborts, cancels and failures ↵Justin Clark-Casey (justincc)2013-03-251-10/+109
| | | | | | in statistics for monitoring/debugging purposes These are recorded as 'entitytransfer' stats as seen by the "show stats entitytransfer" console command.
* Fix teleporting into the non-SW 256x256 corner of a megaregion, though ↵Justin Clark-Casey (justincc)2013-03-231-0/+7
| | | | | | | | currently with a 10 second delay before auto-reteleport to the correct location. This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent(). If left any later, it looks like the physics scene changes the position and stops the cross happening. If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
* Add "show borders" command to show the borders of a region.Justin Clark-Casey (justincc)2013-03-236-11/+54
| | | | | This is relevant to mega-regions where the borders are very different to a regular region. Also adds some method doc and other code comments.
* Following on from 476a7d3e (which wasn't enough), make chat across regions ↵Justin Clark-Casey (justincc)2013-03-221-56/+31
| | | | | | on different simulators work. Also resolves an issue of multiple chatting if the originating simulators had more than one region and they were neighbours
* Take out a testing sleep I accidentally left in the teleport code from last ↵Justin Clark-Casey (justincc)2013-03-221-2/+0
| | | | commit 7471bc7
* At strategic points in the teleport process, if the client has ↵Justin Clark-Casey (justincc)2013-03-222-10/+69
| | | | | | | simultaneously logged out then do not continue. This aims to reduce any side effects if the process tries to complete after the client has logged back in (e.g. it was delayed due to a slow destination region response). This introduces a new Aborting entity transfer state which signals that the teleport should be stopped but no compensating actions performed.
* Implement chat across region borders since we can tell if avatars in ↵Justin Clark-Casey (justincc)2013-03-221-1/+1
| | | | neighbouring regions are in range.
* minor: On teleport, signal a child agent before we send the viewer ↵Justin Clark-Casey (justincc)2013-03-211-5/+5
| | | | | | | | TeleportFinish in order to avoid a theoretical race condition when teleporting to a neighbour. If we do this after TeleportFinish, then it's possible for a neighbour destination to request the source to create a child agent whilst its still treated as root. This closes the original presence which we don't really want to do. This is probably okay (albeit with warnings on the console) but afaics there's no reason not to move the child agent signal.
* On a teleport, lock m_agentsInTransit whilst we grab the value to check for ↵Justin Clark-Casey (justincc)2013-03-212-5/+12
| | | | completion just to be sure we're not using a thread cached version.
* minor: disable logging on regression TestCrossOnSameSimulator() that I ↵Justin Clark-Casey (justincc)2013-03-201-1/+1
| | | | accidentally left on a few commits ago.
* minor: don't bother with the pause before rezzing attachments if we are ↵Justin Clark-Casey (justincc)2013-03-201-1/+15
| | | | | | running regression tests (fire and forget calls launched on the same thread). Also adds code comments as to why this pause exists.
* On the later forms of teleport failure, tell the user if this was because ↵Justin Clark-Casey (justincc)2013-03-204-40/+150
| | | | | | | viewer couldn't/didn't connect with destination or if destination didn't signal teleport completion. Also adds regression test for the case where the viewer couldn't connect with the destination region. Also refactoring of regression test support code associated with entity transfer in order to make this test possible and the code less obscure.
* Insert a short delay on the simulator side rezzing of attachments in order ↵Justin Clark-Casey (justincc)2013-03-201-1/+1
| | | | | | | | | to fix viewer 3 issues if its own rezzing actions on login collide with the simulator side actions. This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar. This doesn't affect version 1 viewers since this delay is shorter than the login delay. This doesn't increase the login time since this part of the process was already being performed asynchronously. This may be a temporary solution.
* Fix "show attachments" command probably broken in commit addab12 (Wed Jan 2 ↵Justin Clark-Casey (justincc)2013-03-201-10/+7
| | | | | | 21:38:00 2013) This break was not connected with the recent attachment code changes.
* Force a viewer object update for attachments at the end of the final ↵Justin Clark-Casey (justincc)2013-03-201-0/+9
| | | | | | | Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region. For some reason, sending updates before this will not have this effect. This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-03-201-1/+1
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| * BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
* | Prevent multiple instances of the same item ID being appended to an ↵Justin Clark-Casey (justincc)2013-03-192-4/+12
|/ | | | | | | | AvatarAppearance It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID). However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there. This commit requires both simulator and service to be updated.
* For those people collecting and comparing logfiles from servers scatteredRobert Adams2013-03-191-1/+1
| | | | | around the world, change LogWriter to use DateTime.UtcNow rather than DateTime.Now.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-194-18/+189
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-194-1/+23
| | | | contact processing threshold for static object as well as mesh terrain.
* Process default attachment point in AttachObjectInternal before we check ↵Justin Clark-Casey (justincc)2013-03-191-27/+27
| | | | whether a worn object needs to displace an existing attachment on the same point if we are not using multi-attach.
* Fix tests for multiattachMelanie2013-03-182-6/+6
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* Merge branch 'master' into newmultiattachMelanie2013-03-1839-580/+1466
|\ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
| * Improve rejection of any attempt to reattach an object that is already attached.Justin Clark-Casey (justincc)2013-03-182-31/+194
| | | | | | | | This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.
| * Fix recent regression where an item worn to an attachment point that was ↵Justin Clark-Casey (justincc)2013-03-182-89/+153
| | | | | | | | | | | | | | already occupied did not remove the previous attachment (current behaviour) Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013) Added regression test for this case.
| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-03-172-16/+22
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| | * BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-162-7/+12
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| | * BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon2013-03-161-16/+17
| | | | | | | | | | | | | | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com>
| * | Make the LSL memory functions virtual so script engines can override them if ↵Melanie2013-03-151-3/+3
| |/ | | | | | | they have different memory management.
| * BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon2013-03-151-1/+1
| | | | | | | | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
| * Fix server statistics always reporting zero for total network bytes in/out.Robert Adams2013-03-152-34/+58
| | | | | | | | Clean up some parameter code in Statistics.Binary.
| * Add example code to DOExampleModule to pull data from that previously saved ↵Justin Clark-Casey (justincc)2013-03-152-5/+29
| | | | | | | | by DAExampleModule when instantiating a dynamc object.
| * Add ParentGroup.HasGroupChanged = true setting to DAExampleModule as this is ↵Justin Clark-Casey (justincc)2013-03-151-0/+2
| | | | | | | | necessary to get attributes to save (though this probably happens anyway due to the prim move)
| * refactor: make llGetLinkName() and llGetLinkKey() use a common ↵Justin Clark-Casey (justincc)2013-03-151-84/+80
| | | | | | | | GetLinkEntity() method
| * minor: remove mono compiler warnings in LSL_Api.csJustin Clark-Casey (justincc)2013-03-141-3/+3
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| * Log same environment information to Robust log as is already done for ↵Justin Clark-Casey (justincc)2013-03-142-4/+1
| | | | | | | | simulator logs, for debug purposes
| * refactor: minor cleanup in osGetAvatarList()Justin Clark-Casey (justincc)2013-03-141-2/+1
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| * Fix bug in osCauseHealing() if called with an avatar ID for an avatar that ↵Justin Clark-Casey (justincc)2013-03-141-13/+9
| | | | | | | | is not in the scene.
| * minor: Use more compact libomv primitive constructors in osNpcGetPos() and ↵Justin Clark-Casey (justincc)2013-03-141-6/+3
| | | | | | | | osNpcGetRot()
| * Fix minor race conditions in OSSL_Api functions where a parcel could be ↵Justin Clark-Casey (justincc)2013-03-141-6/+4
| | | | | | | | misidentified for moving prims.
| * refactor: Use LSL_Vector(Vector3) constructor in llCastRay()Justin Clark-Casey (justincc)2013-03-141-1/+1
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| * refactor: Use ILandChannel.GetLandObject(Vector3) in LSL_Api rather than ↵Justin Clark-Casey (justincc)2013-03-141-41/+21
| | | | | | | | having to continually take intermediate Vector3s to avoid race conditions
| * Add ILandChannel.GetLandObject(Vector3 position) as this is a very common ↵Justin Clark-Casey (justincc)2013-03-142-0/+10
| | | | | | | | | | | | input to GetLandObject() This conforms to the existing ILandChannel.ParcelsNearPoint() method
| * Fix minor race condition in llGetCameraRot() where inconsistent information ↵Justin Clark-Casey (justincc)2013-03-141-4/+4
| | | | | | | | could be returned for a rotating camera