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* extend test to check that there is one attachment and that it has the right nameJustin Clark-Casey (justincc)2011-08-171-1/+6
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* Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple ↵Justin Clark-Casey (justincc)2011-08-174-11/+33
| | | | attachments check
* get rid of logged warnings about lack of some modules - afaik these never ↵Justin Clark-Casey (justincc)2011-08-161-10/+0
| | | | occur in real life and just clutter up tests
* Add new FireAndForgetMethod.None.Justin Clark-Casey (justincc)2011-08-161-13/+33
| | | | This executes the callback on the same thread that made the request. Designed for use only by regression tests that rely on a predicable event ordering.
* Move some previously common code back into separate tests. Remove unused ↵Justin Clark-Casey (justincc)2011-08-161-10/+9
| | | | region handle from test.
* Isolate existing incomplete attachments tests rather than have them rely on ↵Justin Clark-Casey (justincc)2011-08-161-5/+5
| | | | | | each other. Much easier to debug this way.
* drop number of attachments in test from 3 to 2 to reduce text complexityJustin Clark-Casey (justincc)2011-08-161-4/+1
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* remove setting up of second scene in attachments since it's not currently usedJustin Clark-Casey (justincc)2011-08-161-24/+21
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* relocate AttachmentTests.cs to AttachmentsModuleTests.csJustin Clark-Casey (justincc)2011-08-161-2/+2
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-08-162-5/+6
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* minor: change some comment text in flotsam asset cacheJustin Clark-Casey (justincc)2011-08-161-4/+3
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* On Flotsam asset cache, go back to moving the file from the temporary ↵Justin Clark-Casey (justincc)2011-08-161-26/+47
| | | | | | | location rather than copying. Copying doesn't prevent IOExceptions on Windows due to file locking. (e.g. Mantis 5642, 5630). So instead go back to moving the file, swallowing IOExceptions that occur just for the move due to competing caching threads or even different opensimulator instances.
* Add "shutdown" message to RegionReadyBlueWall2011-08-151-0/+5
| | | | | | Add "shutdown" message when removing region. From a patch submitted by Michelle Argus. Thanks Michelle
* Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer2011-08-151-2/+37
| | | | region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
* WorldMap: Added map item for Land-for-Sale. Implemented backlist item ↵Snoopy Pfeffer2011-08-141-19/+187
| | | | timeouts (default 10 minutes; see also new config file setting BlacklistTimeout) and removing backlisted neigboring regions that have been restarted from the blacklist.
* llGetPrimitiveParams fix prim hollow/hole shape valueMicheil Merlin2011-08-132-3/+178
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* Fix a problem in the Flotsam asset cache where assets were being put into ↵Justin Clark-Casey (justincc)2011-08-131-2/+6
| | | | | | | | | the memory cache even when it wasn't enabled. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5634 This is the most probable cause of the memory problems that people have been seeing in the past month. This bug has been around since commit 5dc785b (4th July 2011). Doh! This is why regressions tests are such a good idea... :) Many thanks to Nebadon for using git bisect to track down this bug, which made it a 5 minute fix.
* Fix a bug preventing region modules from creating trees at anything but the ↵Aaron Duffy2011-08-131-3/+3
| | | | default scale.
* If a map request to a server fails, always close the outbound connection.Justin Clark-Casey (justincc)2011-08-121-1/+5
| | | | This probably doesn't help with the current memory leak.
* minor: change login enable/disable messages in last commit so that they ↵Justin Clark-Casey (justincc)2011-08-121-2/+2
| | | | occur after the setting has been made
* minor: On "login disable/enable" always tell the user the final login ↵Justin Clark-Casey (justincc)2011-08-122-7/+5
| | | | status, rather than remaining silent if it was already on/off
* tidy up some OSSL NPC parameter namesJustin Clark-Casey (justincc)2011-08-123-34/+34
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* rename position parameter in osNpcMoveToTarget to targetJustin Clark-Casey (justincc)2011-08-123-5/+5
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* rename osNpcStopMoveTo() to osNpcStopMoveToTarget()Justin Clark-Casey (justincc)2011-08-123-4/+4
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* When saving appearance, only save the baked textures, not the other face ↵Justin Clark-Casey (justincc)2011-08-122-6/+44
| | | | textures (which are already stored permanently)
* Fix kicking of NPCs via "kick user" console command.Justin Clark-Casey (justincc)2011-08-121-0/+2
| | | | Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed
* Allow the osNpcCreate() function to accept a notecard name or asset for ↵Justin Clark-Casey (justincc)2011-08-122-6/+26
| | | | initial appearance
* implement osNpcGetPos()Justin Clark-Casey (justincc)2011-08-113-0/+27
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* implement osNpcGetRot() and osNpcSetRot()Justin Clark-Casey (justincc)2011-08-114-5/+67
| | | | Rotation works if done around the z axis. Anything else leads to random results.
* Implement osAgentSaveAppearance() to save the appearance of an avatar in the ↵Justin Clark-Casey (justincc)2011-08-114-5/+78
| | | | | | region to a notecard This is separate from osOwnerSaveAppearance() so that owner saves can be allowed without allowing arbitrary avatar saves
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-115-41/+87
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* Split out to-be-common setup stuff from TestOsOwnerSaveAppearance()Justin Clark-Casey (justincc)2011-08-111-15/+33
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* eliminate redundant ground sitting checks since these are already done in ↵Justin Clark-Casey (justincc)2011-08-111-4/+1
| | | | enclosing control structures
* minor: a little bit of log message correction/commenting outJustin Clark-Casey (justincc)2011-08-111-1/+1
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* eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵Justin Clark-Casey (justincc)2011-08-112-6/+10
| | | | | | can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
* instead of setting avatar rotation twice in SP.HandleAgentUpdate(), ↵Justin Clark-Casey (justincc)2011-08-112-17/+15
| | | | eliminate the second setting in AddNewMovement()
* get rid of intermediate local store of body rotation in ScenePresence, this ↵Justin Clark-Casey (justincc)2011-08-111-5/+4
| | | | is not used.
* only accept npc UUIDs to osNpc* functions, not names (except for create)Justin Clark-Casey (justincc)2011-08-113-24/+20
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* comment out some of the currently less useful debug log messagesJustin Clark-Casey (justincc)2011-08-115-7/+8
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* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-115-8/+19
| | | | | | after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
* If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-112-2/+8
| | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-107-17/+44
| | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
* fly and no fly constants for osNpcMoveToTarget()Justin Clark-Casey (justincc)2011-08-102-1/+5
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* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-1012-15/+42
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-105-24/+13
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* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-106-9/+66
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* When an NPC appearance is loaded, rez the attachments tooJustin Clark-Casey (justincc)2011-08-091-0/+1
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-097-25/+23
| | | | agent
* Add osOwnerSaveAppearance() to help with setting up NPC appearances. Not ↵Justin Clark-Casey (justincc)2011-08-094-10/+153
| | | | | | yet ready for user use. Adds regression test.
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-0910-45/+251
| | | | | | | | | | storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.