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* Make PrincipalID a synonym for UserID in GetUserAccountJustin Clark-Casey (justincc)2011-10-191-0/+6
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* Get new NewUser and SetUserAccount calls to accept PrincipalID instead of ↵Justin Clark-Casey (justincc)2011-10-191-3/+3
| | | | UserID for consistency with output
* Allow an http call to set account details if AllowSetAccount = true in ↵Justin Clark-Casey (justincc)2011-10-191-3/+59
| | | | | | [UserAccountService]. As before, default is false to not allow these calls.
* Provide an option to allow remote calls to the CreateUser method on the ↵Justin Clark-Casey (justincc)2011-10-183-7/+73
| | | | | | | | | UserAccountService Default is false, as before. Enabling AllowCreateUser in [UserAccountService] for ROBUST allows avatars to be created via an http call, with viewer 2 appropriate bits and pieces. Only Ruths can be created at present. Please don't rely on the config since at some point CreateUser will be moved to a separate co-ordinating service.
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
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* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-182-2/+10
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* Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)2011-10-181-16/+13
| | | | no contention until the object is constructed.
* Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
| | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
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* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | Despite its name, this wasn't actually being used in any collision checking
* Allow an avatar to be explicitly named to the "debug packet" commandJustin Clark-Casey (justincc)2011-10-172-6/+11
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* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-176-28/+16
| | | | without a getter
* Add avatar names to debug packet outputJustin Clark-Casey (justincc)2011-10-171-2/+2
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* refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-173-11/+10
| | | | GetAvatarOnSitTarget() which returned exactly the same thing
* rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | | | | | understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
* Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)2011-10-176-2/+48
| | | | Allows you to stand an NPC that has sat.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-171-1/+0
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| * Bug fix on the bug fix on UserAccountService.csDiva Canto2011-10-161-1/+0
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* | Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-1710-5/+75
|/ | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* Guard HGAssetService against uninitialized variables and null arguments.Diva Canto2011-10-151-0/+3
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* improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)2011-10-151-4/+4
| | | | this is really just to trigger panda.
* move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)2011-10-156-17/+8
| | | | the others
* fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-157-48/+23
| | | | done for most other scene config params
* remove now redundant m_physical_prim flag from SOP.ApplyPhysics()Justin Clark-Casey (justincc)2011-10-153-7/+7
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* Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)2011-10-152-1/+12
| | | | | | | to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously.
* remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its ↵Justin Clark-Casey (justincc)2011-10-151-4/+0
| | | | done immediately afterwards in DoPhysicsPropertyUpdate()
* refactor: Remove redundant code in SOP.UpdatePrimFlags()Justin Clark-Casey (justincc)2011-10-151-27/+21
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* factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)2011-10-153-11/+19
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* reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-152-54/+36
| | | | Eliminate redundant argument on ProcessTaints()
* restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-153-129/+195
| | | | internal to aid code reading/analysis. Remove some unused method arguments
* Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config).
* Bug fix -- Test User on first run standalone might not be created properly: ↵Diva Canto2011-10-131-46/+44
| | | | let all instances of UserAccountService have all its service references properly initialized, and register console commands on only one.
* refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-147-8/+15
| | | | sends entity updates (including presence ones), not just prims.
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* Don't execute rest of code in XEngine.RemoveRegion() and Close() if the ↵Justin Clark-Casey (justincc)2011-10-141-0/+6
| | | | module is disabled.
* Expose minimum frame time and update periods for experimentation.Justin Clark-Casey (justincc)2011-10-131-19/+33
| | | | | | | Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change Defaults are the same as previously. More information to come on opensim-dev shortly. Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
* refactor: Put the frame update period when temporary objects are cleaned up ↵Justin Clark-Casey (justincc)2011-10-131-4/+4
| | | | in a field, like all the other update periods
* refactor: chain the two scene constructors together to eliminate more copypastaJustin Clark-Casey (justincc)2011-10-131-29/+1
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* Tie reported FPS correction factor into the minimum frame time rather than ↵Justin Clark-Casey (justincc)2011-10-132-6/+13
| | | | | | setting separately. This makes reported FPS scale as required if min frame time changes
* Move fps stat adjustment factor into field rather than hard-coded.Justin Clark-Casey (justincc)2011-10-131-1/+12
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* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-133-8/+39
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* refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-132-91/+79
| | | | | | into a DestroyOdeStructures() method also adds some method doc
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-10-123-44/+1
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* Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2011-10-125-54/+6
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* Bring LindenUDP.Tests back from the dead. No tests are running.Justin Clark-Casey (justincc)2011-10-125-343/+282
| | | | Code drift means that most of this stuff doesn't compile but the structure is still useful.
* When shutting down XEngine, log how many scripts are being shutdown so the ↵Justin Clark-Casey (justincc)2011-10-122-2/+5
| | | | user knows why they are waiting.
* minor: insert some commented out log lines which are a blunt but useful ↵Justin Clark-Casey (justincc)2011-10-123-3/+12
| | | | instrument to see packet expiry and received acks
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-122-1/+8
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| * Make it possible to disable the HG linker. On non-HG systems it spits yellowMelanie2011-10-121-0/+7
| | | | | | | | spam, so it should not load unless HG is desired.