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* BulletSim: fix crash caused by the creation of a linkset child that is under ↵Robert Adams2012-12-111-4/+4
| | | | the terrain. Users can sure find some interesting corner conditions.
* BulletSim: protect character property setting to remove crash from taints ↵Robert Adams2012-12-112-21/+42
| | | | setting properties after the destroy character taint.
* BulletSim: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-113-20/+45
| | | | properties after the destroy object taint has happened.
* BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather ↵Robert Adams2012-12-111-2/+2
| | | | than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-114-8/+22
| | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
* BulletSim: set mass for single prim linksets when going physical. This fixes ↵Robert Adams2012-12-111-1/+8
| | | | single prim vehicles not working (the surf board now zooms).
* BulletSim: comment out some chatty debug logging. Rearrange some code in ↵Robert Adams2012-12-102-5/+7
| | | | BSDynamics to make velocity vs force calculation clearer.
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-1012-38/+155
| | | | | | | | | While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
* BulletSim: some comments about rebuilding linksets (having to recompute and ↵Robert Adams2012-12-091-3/+6
| | | | restore a child's position in the world based on its position in the moved linkset).
* BulletSim: adjust friction and restitution based on material type.Robert Adams2012-12-092-5/+17
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* HGAssetMapper: Get wasn't really working. It's true that some assets are ↵Diva Canto2012-12-091-3/+35
| | | | copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
* Switched the order by which foreign inventory and foreign assets are brought ↵Diva Canto2012-12-091-6/+4
| | | | in, to avoid race conditions on the client.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-12-094-17/+17
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| * Restrict IPresenceData.VerifyAgentBlueWall2012-12-094-17/+17
| | | | | | | | Restrict IPresenceData.VerifyAgent to only return bool result
* | UserManagementModule: search the local cache for names too.Diva Canto2012-12-092-1/+11
|/ | | | Inventory transfers: don't do async on asset transfers or now.
* Merge branch 'master' of /home/opensim/var/repo/opensimBlueWall2012-12-085-91/+111
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| * BulletSim: set material properties for static objects. Move ↵Robert Adams2012-12-082-11/+24
| | | | | | | | Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
| * BulletSim: fix small problem with setting size/scale of native shapes which ↵Robert Adams2012-12-081-6/+9
| | | | | | | | caused the native shapes to be rebuilt when not necessary.
| * BulletSim: update comments and add more to TODO list.Robert Adams2012-12-082-4/+10
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-082-2/+2
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| * | Re-enable code disabled in f605a62 to allow a TaskInventoryAccepted message ↵Justin Clark-Casey (justincc)2012-12-081-70/+68
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | to nominate a non-root destination folder. This is in relation to http://opensimulator.org/mantis/view.php?id=6311 This is after further analysis which shows the viewer expects the server to move the folder for #RLV give but then should be renaming the folder itself. For some reason this is not happening, possibly because we are not sending BulkUpdates or because we are not using transaction IDs properly. This needs to be fixed in the future. However, moving the folder even if the rename isn't correctly triggered in the viewer seems preferable to disabling this code altogether.
* | | Add agent verification to PresenceBlueWall2012-12-084-0/+36
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* | Format changeBlueWall2012-12-071-1/+1
| | | | | | | | Removed some white space in a line, looking to trigger a build
* | Prebuild fixBlueWall2012-12-071-1/+1
|/ | | | Had moved the class to a different namespace but failed to add the reference
* Merge branch 'master' into connector_pluginBlueWall2012-12-0748-794/+2173
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-12-0627-416/+1133
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| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-076-358/+461
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| | | * BulletSim: rewrite and improve vehicle angularDeflection, verticalAttraction,Robert Adams2012-12-062-83/+130
| | | | | | | | | | | | | | | | | | | | | | | | linearMotorUp and related vehicle forces. Fixed problems with downward vehicle position correction forces being too large. Add vehicle collision flag so can sense whether vehicle is on the ground.
| | | * BulletSim: update and add to the TODO list.Robert Adams2012-12-061-31/+56
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| | | * BulletSim: add detail logging detail flag so I don't have to comment and ↵Robert Adams2012-12-061-27/+34
| | | | | | | | | | | | | | | | uncomment the detail logging when changing the depth of logged info.
| | | * BulletSim: only check position sanity if the prim is physical -- the user ↵Robert Adams2012-12-061-3/+1
| | | | | | | | | | | | | | | | can do anything dumb they wish.
| | | * BulletSim: add values for material friction and restitution. Fix line ↵Robert Adams2012-12-061-191/+185
| | | | | | | | | | | | | | | | endings in material definition file.
| | | * BulletSim: Don't add gravity to down force -- let Bullet do that. Add ↵Robert Adams2012-12-061-14/+28
| | | | | | | | | | | | | | | | VehicleAddForce to set of managed vehicle prim properties.
| | | * BulletSim: Vehicle angular vertical attraction works. Other vehicle angular ↵Robert Adams2012-12-062-20/+38
| | | | | | | | | | | | | | | | forces commented out for the moment for debugging.
| | * | Use a thread abort safe version of OpenMetaverse.DoubleDictionary with the ↵Justin Clark-Casey (justincc)2012-12-072-1/+511
| | |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | aim of avoiding OpenSimulator problems due to script thread aborts. When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long. However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state. One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it. This is probably the same problem as encountered originally in commit 12cebb12 This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
| | * minor: change method doc on GetTextureHandler.TryParseRange(), mainly to ↵Justin Clark-Casey (justincc)2012-12-061-2/+2
| | | | | | | | | | | | trigger another build
| | * Allow GetTexture calls with no second value in the range header (e.g. just ↵Justin Clark-Casey (justincc)2012-12-061-1/+34
| | | | | | | | | | | | | | | | | | | | | | | | 5333-) It looks like the latest Kokua is doing this. As per http://www.w3.org/Protocols/rfc2616/rfc2616-sec14.html, leaving off the second value is legal This indicates the caller wants the rest of the entity.
| | * Instead of printing script errors out to console, put to debug log so that ↵Justin Clark-Casey (justincc)2012-12-061-1/+11
| | | | | | | | | | | | | | | | | | | | | | | | we also get timestamps. This commit also adds script name, part name, uuid, etc. for later identification. This information has been sent to console since 2009 but may be turned down if it proves too noisy. However, I still currently need it to investigate some region problems probably triggered by scripting.
| | * minor: Fix more compiler warnings in CoreModules tests by properly ↵Justin Clark-Casey (justincc)2012-12-055-5/+16
| | | | | | | | | | | | overriding OpenSimTestCase.SetUp()
| | * Add engine-wide events queued and events processed numbers to output of ↵Justin Clark-Casey (justincc)2012-12-051-1/+14
| | | | | | | | | | | | "xengine status" console command. For debugging purposes.
| | * Remove some mono warnings in script tests, chiefly where SetUp() wasn't ↵Justin Clark-Casey (justincc)2012-12-055-7/+13
| | | | | | | | | | | | properly calling to OpenSimTestCase.SetUp()
| | * Add IScriptInstance.EventsQueued to match EventsProcessed instead of asking ↵Justin Clark-Casey (justincc)2012-12-053-4/+15
| | | | | | | | | | | | callers to lock and directly inspect the EventQueue
| | * For now, sort "show scripts" output in descending order sorted by events ↵Justin Clark-Casey (justincc)2012-12-051-3/+21
| | | | | | | | | | | | | | | | | | processed. For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
| | * Add IScriptInstance.EventsProcessed stat so that we can record this ↵Justin Clark-Casey (justincc)2012-12-053-0/+10
| | | | | | | | | | | | information and display in "show scripts" for debug purposes
| | * Remove very probably unused PrimitiveBaseShape(bool) constructor to reduce ↵Justin Clark-Casey (justincc)2012-12-051-12/+6
| | | | | | | | | | | | code complexity
| | * Don't pointlessly set ExtraParams = byte[1] in PrimitiveBaseShape since this ↵Justin Clark-Casey (justincc)2012-12-051-3/+0
| | | | | | | | | | | | is ignored by the ExtraParams properly anyway
| | * minor: tidy up spacing at bottom of MundaneFrameworkTestsJustin Clark-Casey (justincc)2012-12-051-6/+2
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| | * In BaseHttpServer.HandleRequest(), use Culture.SetCurrentCulture() rather ↵Justin Clark-Casey (justincc)2012-12-051-1/+1
| | | | | | | | | | | | than creating a new CultureInfo separately
| | * In XEngine.DoOnRezScript() use Culture.SetCurrentCulture() instead of ↵Justin Clark-Casey (justincc)2012-12-051-2/+1
| | | | | | | | | | | | constructing a new CultureInfo separately
| | * On XEngine.ProcessEventHandler(), instead of creating a new CultureInfo on ↵Justin Clark-Casey (justincc)2012-12-051-2/+1
| | | | | | | | | | | | | | | | | | | | | every call use the single one set by Culture.SetCurrentCulture() This is slightly different in that SetCurrentCulture() does not use overridden settings if the system culture matches en-US but some settings there have been changed. This is what we want - we do not want to use any system overriden settings.