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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)2011-07-162-33/+38
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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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* minor: remove mono compiler warningsJustin Clark-Casey (justincc)2011-07-163-4/+7
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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)2011-07-164-2/+25
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* use constants in llGetObjectDetails() rather than magic numbersJustin Clark-Casey (justincc)2011-07-161-22/+21
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* change async parameter name in AddLocalPacketHandler since it becomes a ↵Justin Clark-Casey (justincc)2011-07-151-2/+22
| | | | | | reserved keyword in .net 5 Also adds some method doc.
* If object is an attachment, make llGetVel() return the avatar's speed rather ↵Justin Clark-Casey (justincc)2011-07-152-2/+16
| | | | | | than the object's own zero speed. As per http://opensimulator.org/mantis/view.php?id=5575
* minor: method doc for baked texture uploadingJustin Clark-Casey (justincc)2011-07-152-3/+17
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* Fix some local id issues in physics glueroot2011-07-1510-68/+36
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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
* refactor: Move all callers of the obsoleted ↵Justin Clark-Casey (justincc)2011-07-132-5/+6
| | | | SychronousRestObjectPoster.BeginPostObject() to the identical SynchronousRestObjectRequester.MakeRequest()
* Add experimental module to check status of services that the simulator is ↵Justin Clark-Casey (justincc)2011-07-131-0/+119
| | | | | | connected to. Currently disabled.
* Add a warning to URI config in GridCommon.ini.example not to add a slash to ↵Justin Clark-Casey (justincc)2011-07-121-1/+0
| | | | | | the end. Tidy up GridCommon.ini.example
* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-126-33/+298
| | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
* temporarily fix the build break with building the OdePlugin tests assembly.Justin Clark-Casey (justincc)2011-07-121-2/+3
| | | | This needs to be fixed properly.
* minor: remove whitespace to trigger another buildJustin Clark-Casey (justincc)2011-07-121-1/+0
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* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-125-29/+39
| | | | | | 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.
* Fix permissions problem where newly uploaded meshes rezzed from inventory ↵Justin Clark-Casey (justincc)2011-07-113-8/+4
| | | | could not be copied by owner.
* minor Tack the prim name on the end of the "experimental mesh proxy ↵Justin Clark-Casey (justincc)2011-07-111-1/+1
| | | | | | generation" message. Can probably comment out this message soon, once a few other issues are tidied up.
* 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)2011-07-115-11/+26
| | | | | | | 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.
* comment out accidential ProcessTaints physics debug line left in codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* 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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* refactor: slightly simplify testJustin Clark-Casey (justincc)2011-07-091-4/+1
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* Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its ↵Justin Clark-Casey (justincc)2011-07-097-8/+8
| | | | effects and return object
* Add scratch AvatarFactoryModuleTests with one test to do a partial check on ↵Justin Clark-Casey (justincc)2011-07-092-9/+87
| | | | | | | AvatarFactoryModule.SetAppearance() Baked texture set not yet checked, nor persistence of data in avatar service This is a foundation for later npc related tests.
* refactor: Get LSLString(LSLInteger i) constructor to now call LSLString(int ↵Justin Clark-Casey (justincc)2011-07-091-9/+7
| | | | i) structure to remove code duplication.
* Raw int numbers (ex.LSL Constants) are displayed like "1.000000" when type ↵Makopoppo2011-07-091-0/+11
| | | | cast to string
* Fix osMatchString() so that it reports all instance of pattern matches, not ↵Justin Clark-Casey (justincc)2011-07-091-3/+3
| | | | | | | just the first one. This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches. Thanks makopoppo!
* fix formatting issues from last patchJustin Clark-Casey (justincc)2011-07-091-3/+8
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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.