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2011-11-08Fix the ability to move the seated avatar via LSLMelanie1-0/+3
2011-11-07That such a trivial change can be so difficult to get right. Fix it this time.Melanie1-1/+1
2011-11-07Fix build breakMelanie1-1/+1
2011-11-06Fix up failing test to compensate for changed sit target offsetMelanie1-2/+2
2011-11-06Fix up failing test to compensate for changed sit target offsetMelanie1-2/+2
2011-11-06Make the AsyncSceneObjectDeleter send a list of kills. This will make largeMelanie1-1/+7
marquee-selected deletions of single prims or small link sets nearly instantaneous
2011-11-06Convert SendKillObject to take a list of uint rather than sending oneMelanie10-51/+52
packet per prim. More to come as we change to make use of this.
2011-11-06Allow HG and other scene presences not linked to a user account to function.Melanie1-1/+4
2011-11-06Small preformance tweakMelanie1-1/+1
2011-11-06HUD attachments: Removes some more messages sent to wrong clients.Snoopy Pfeffer1-1/+10
2011-11-06Damaged assets, especially appearance textures, could crash the region ↵Snoopy Pfeffer1-1/+9
server with a fatal exception. Now, such excpetions are caught by an exception handler and just an error message is shown. This was the kind of exception causing these fatal server crashes: APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs^M ^M Exception: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: offset exceeds the size of buffer at System.Net.Sockets.NetworkStream.BeginRead (System.Byte[] buffer, Int32 offset, Int32 size, System.AsyncCallback callback, System.Object state) [0x00000] in <filename unknown>:0 at HttpServer.HttpClientContext.OnReceive (IAsyncResult ar) [0x00000] in <filename unknown>:0 ^M ^M Application is terminating: True^M
2011-11-05Break out the parts of ScenePresence that differ from coreMelanie1-141/+146
2011-11-05Fix build breakMelanie1-1/+1
2011-11-05Fix up with core changesMelanie2-57/+31
2011-11-05Remove spammy autopilot debugMelanie1-3/+3
2011-11-05Whitespace fix from coreMelanie1-0/+1
2011-11-05Remove some left over debug and reverse experimental reordering of ifsMelanie1-4/+2
2011-11-05Remove enableprejump config option and associated code as this is nowMelanie1-3/+0
fully functional and cannot be disabled because that would break timings.
2011-11-05Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2-87/+136
properly.
2011-11-05Harmonize with core and remove extraneous comments with no information in themMelanie1-105/+39
2011-11-05Remove backup optimization that was causing prim contents to poofMelanie1-3/+8
2011-11-05Change m_falling public to a getter property.Melanie2-2/+6
2011-11-05Adapt to the core SP reworkMelanie2-2/+6
2011-11-05Change puvlic m_ variable to a getter propertyMelanie1-1/+5
2011-11-05ScenePresence part of the Avination animator fixes.Melanie1-3/+58
2011-11-05Chnaging the sit target adjustment to a more precise approximation of SL. ↵Melanie1-24/+35
Some small fixes ported from Avination. Some white space fixes.
2011-11-05Some more changes to catch up with coreMelanie1-71/+49
2011-11-05Remove unused and broken OffsetRotation from ScenePresenceMelanie2-30/+5
2011-11-05Some trivial changes to get closer to coreMelanie1-12/+5
2011-11-05Change comment formatting to match core for a cleaner diffMelanie1-23/+23
2011-11-05Replace our patched up, broken an rebroken sit code with the code fromMelanie1-303/+106
core which has now matured beyond what we had.
2011-11-05Fix avatar height, removes the hip offset hacknebadon2-27/+12
Author: Mana Janus <mana@mjm-labs.com>
2011-11-05Multiple lines in welcome message use '\n' in the welcome message tonebadon1-0/+3
start a new line.
2011-11-05Don't rotate child prims, if only the root prim is rotated.nebadon1-2/+2
2011-11-05refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity ↵Justin Clark-Casey (justincc)1-12/+12
instead of individual components of a vector/quat
2011-11-05Fix NPC sitting for prims without a sit target.Justin Clark-Casey (justincc)4-14/+61
This is to partially address http://opensimulator.org/mantis/view.php?id=5769 We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger. By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>. However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent). Hopefully this can be addressed soon.
2011-11-05Replacing te linking code with the code from Avination. Link sets prims are nowMelanie2-36/+12
numbered properly even when sets are linked to sets.
2011-11-04Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2-1/+4
ODEPrim.changevelocity()
2011-11-04On standup, trigger the changed link script event after the avatar has been ↵Justin Clark-Casey (justincc)1-2/+3
fully changed. This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work. Probably the event is fired before the physics actor has been set up again for the stood avatar. Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
2011-11-04Stop llPushObject() from causing problems by adding force via a taint rather ↵Justin Clark-Casey (justincc)1-2/+25
than directly. This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future.
2011-11-03Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake16-35/+35
from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
2011-11-03Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake23-154/+121
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
2011-11-03remove the pointless check of the face texture struct against null in ↵Justin Clark-Casey (justincc)1-3/+1
Bot.Objects_NewPrim()
2011-11-03actually remove the sleep from PhysicsBehaviour that I shifted to Bot a ↵Justin Clark-Casey (justincc)1-2/+0
couple of commits ago
2011-11-03Rename PhysicsBot => Bot since it doesn't just exercise physics anymoreJustin Clark-Casey (justincc)5-12/+12
2011-11-03Move one of the old physics sleeps out into the main bot loop, so leaving ↵Justin Clark-Casey (justincc)1-0/+2
out PhysicsBehaviour doesn't result in continuous other behaviours
2011-11-03Add click/grab behaviour to pCampbot, which gets bots to randomly click things.Justin Clark-Casey (justincc)5-8/+105
This can be specified on pCampbot.exe by using g in the list of behaviours for the new -behaviours,-b switch e.g. -b p,g to get both existing physics and grabbing behaviours. grabbing is primitive, it attempts grabs on random prims whether they're actually signalled as clickable or not. behaviour is currently primitive overall, behaviours are just executed in a list
2011-11-03Move PhysicsBehaviour into a spearate behaviours folderJustin Clark-Casey (justincc)3-3/+2
2011-11-03Separate out physics testing actions into a separate PhysicsBehaviour classJustin Clark-Casey (justincc)5-95/+221
2011-11-02Drop the CopyTo parameter from Int32.MaxValue to 4096. This is a buffer sizeMic Bowman1-1/+1
not a target size. Mono 2.10 appears to try to allocate the full buffer which immediately crashes. Tested on mono 2.6.7 and 2.10.5