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* BulletSim: use m_angularMotor to do the basic movement. Add the setting of ↵Robert Adams2012-11-251-60/+64
| | | | same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear.
* BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome ↵Robert Adams2012-11-251-2/+2
| | | | the movement added by Bullet.
* BulletSim: organize MoveLinear code for understandability. Make ↵Robert Adams2012-11-251-89/+40
| | | | LIMIT_MOTOR_UP contribution a velocity and not a force.
* BulletSim: add ToString override to BSVMotor.Robert Adams2012-11-251-1/+6
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* BulletSim: add BSVMotor as BSDynamics linear motor.Robert Adams2012-11-252-27/+74
| | | | | | | | | | | Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs. Invode BSDynamics.Refresh() when vehicle type is changed. Previously the vehicle properties weren't getting set because the physical properties were set before the vehicle type was set. Add a "use name" to BSMotors for identification while debugging. Correct current and target confusion in BSVMotor design. Rename CurrentValueReductionTimescale to FrictionTimescale. Event more detailed logging.
* BulletSim: clean up TODO list. It is kept somewhere wlse that should be more ↵Robert Adams2012-11-252-18/+17
| | | | public. Add error logging for the detail log writer so a message is output when it cannot write to the specified logging directory. Modify friction defaults to be closer to ODE's values. Add new collision margin and vehicle angular damping parameters.
* BulletSim: small change to add position correction force with AddForce ↵Robert Adams2012-11-252-16/+22
| | | | rather than just storing it in the variable
* BulletSim: complete vector motor. Correct line endings.Robert Adams2012-11-251-104/+129
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* BulletSim: add terrain collision margin and vehicle angular dampingRobert Adams2012-11-251-0/+7
| | | | | parameters to the parameter block. New API call for setting collision margin.
* BulletSim: add parameter for terrain collision margin.Robert Adams2012-11-253-54/+45
| | | | Add locking around unlikely but possible race conditions on terrain list.
* BulletSim: Add tables and initialization for different attributes for ↵Robert Adams2012-11-252-0/+198
| | | | different materials. For the moment, the per material tables are not used.
* Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are ↵Justin Clark-Casey (justincc)2012-11-243-106/+83
| | | | | | functionally identical. Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
* Fix regression TestDeleteSceneObjectAsyncToUserInventory by adding a ↵Justin Clark-Casey (justincc)2012-11-241-7/+12
| | | | BasicInventoryAccessModule() and re-enable in test suite.
* Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-2444-45/+46
| | | | automatically turns off any logging enabled between tests
* In ArchiverTests, use the local instantiated SceneManager rather than ↵Justin Clark-Casey (justincc)2012-11-241-20/+7
| | | | potentially cross-contaminating tests by relying on the static SceneManager.Instance
* Fix bug where loading an OAR with a deeded parcel would always set the ↵Justin Clark-Casey (justincc)2012-11-247-213/+300
| | | | | | | | | parcel owner ID to the estate owner even if the group UUID was present. Aims to address http://opensimulator.org/mantis/view.php?id=6355 As part of this work, an incomplete IXGroupsData was added which currently only allows store/fetch/delete of group records (i.e. no membership data etc) This is subject to change and currently only an in-memory storage implementation exists for regression test purposes.
* minor: Add some currently commented out debug log lines for investigating ↵Justin Clark-Casey (justincc)2012-11-231-0/+5
| | | | issues resolving group IDs for land parcels on OAR loading where groups do not exist
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2012-11-232-3/+3
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* minor: Make note in log if scene was restarted due to an unrecoverable ↵Justin Clark-Casey (justincc)2012-11-231-1/+6
| | | | physics error
* Add AllowRegionRestartFromClient setting to [EstateManagement] section of ↵Justin Clark-Casey (justincc)2012-11-231-40/+63
| | | | | | | | | OpenSim.ini. Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate. One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules, though these should be fixed as soon as practicable. Default is true, as has been the case historically.
* Remove the redundant BypassPermissions() checks in EstateManagmentModule.Justin Clark-Casey (justincc)2012-11-231-8/+13
| | | | This is repeated in the PermissionsModule and checking it earlier does not allow a force override of the bypass value
* minor: Add some console feedback on region restart and log who requested a ↵Justin Clark-Casey (justincc)2012-11-232-1/+9
| | | | region restart if done from the viewer.
* Fix problem where restarting the currently selected region would stop ↵Justin Clark-Casey (justincc)2012-11-234-36/+51
| | | | | | various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
* Add regression test for checking scene close when SceneManager is asked to closeJustin Clark-Casey (justincc)2012-11-231-0/+58
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* Fix regression where we stopped closing scenes on simulator exit.Justin Clark-Casey (justincc)2012-11-231-0/+7
| | | | | If we don't do this, then these scenes don't get deregistered from the grid, amongst other things. Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000)
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-2211-54/+54
| | | | conflicts with PhysicsShape type defined in later libOMV
* Factor out command script code.Justin Clark-Casey (justincc)2012-11-221-36/+0
| | | | This also allows comments in command scripts (lines starting with ;, # or //) to be used across all servers
* Make "config show/set/get/save" console commands available on all serversJustin Clark-Casey (justincc)2012-11-223-171/+29
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* Make "show info" command available across all serversJustin Clark-Casey (justincc)2012-11-221-16/+1
| | | | This helpfully lists version information, startup location and console log level
* factor out common HandleShow code for "show uptime"Justin Clark-Casey (justincc)2012-11-221-1/+1
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* BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-216-21/+39
| | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
* BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2012-11-212-76/+44
| | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
* BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-213-5/+46
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* BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2012-11-212-454/+454
| | | | creeping in)
* BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-214-36/+253
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* BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-214-181/+327
| | | | mesh terrain can be implemented.
* BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-214-8/+8
| | | | having mesh avatars.
* BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-213-20/+22
| | | | getting simplified out of existance someday) and update all the references to same.
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-219-66/+67
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2012-11-212-33/+30
| | | | corrections (below ground and floating).
* BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2012-11-212-8/+10
| | | | ground. This solves the bouncing, short avatar problem (Mantis 6403).
* If GetAgents() is called with an empty userIDs array then don't bother with ↵Justin Clark-Casey (justincc)2012-11-201-0/+4
| | | | | | | a useless potentially network call on the scene presence service connector. This also eliminates the "[PRESENCE HANDLER]: GetAgents called without required uuids argument" which has started to pop up in the logs when a call is made with an empty uuid array as occasionally happens.
* refactor: Move common presence connector code into BasePresenceServiceConnectorJustin Clark-Casey (justincc)2012-11-204-193/+145
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* Minor formatting for 0962a35d and a few one-line comments as to why that ↵Justin Clark-Casey (justincc)2012-11-201-8/+7
| | | | code is there
* Fix movetotarget on mega regions.Iain Oliver2012-11-201-3/+21
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* BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-184-216/+214
| | | | other classes.
* BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams2012-11-181-2/+6
| | | | boundries.
* BulletSim: remove the obsolete interface to the Bullet code. Update ↵Robert Adams2012-11-181-134/+0
| | | | BulletSim libraries with code stripped of the obsolete code.
* Remove unnecessary ability to directly set InventoryItemBase.CreatorIdAsUuidJustin Clark-Casey (justincc)2012-11-172-5/+4
| | | | | This was necessary historically but hasn't been for many years. Can still get CreatorIdAsUuid, which is really just a UUID cached version of the string CreatorId
* Add a first draft mechanism for the IncomingPacketsProcessedStat to show the ↵Justin Clark-Casey (justincc)2012-11-161-0/+1
| | | | | | delta over time. The chief motivation for this is to be able to tell whether there's any impact on incoming packet processing from enabling extra packet pooling.