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* | stop passing FromUserInventoryItemID right down into the deserializer. | Justin Clark-Casey (justincc) | 2011-09-02 | 3 | -30/+7 | |
| | | | | the code becomes simpler if this is set from the outside - only one place needs to do this. | |||||
* | Move more of IAM.RezObject() into DoPreRezWhenFromItem() | Justin Clark-Casey (justincc) | 2011-09-02 | 2 | -27/+29 | |
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* | move more of IAM.RezObject() into DoPreRezWhenFromItem() | Justin Clark-Casey (justincc) | 2011-09-02 | 1 | -63/+85 | |
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* | factor out a section of IAM.RezObject() into DoPreRezWhenFromItem() | Justin Clark-Casey (justincc) | 2011-09-02 | 1 | -40/+48 | |
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* | refactor: factor out DoPostRezWhenFromItem() from IAM.RezObject() | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -3/+8 | |
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* | remove the pointless m_Scene.GetNewRezLocation() call at the top of ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -7/+4 | |
| | | | | IAM.RezObject() since its always recalculated later on anyway | |||||
* | refactor: Move sanity checks to the top of IAM.RezObject() to make the code ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -219/+215 | |
| | | | | more readable | |||||
* | use group.RootPart in IAM.RezObject() rather than ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -1/+1 | |
| | | | | group.GetChildPart(group.UUID); | |||||
* | Remove pointless NRE check in IAM.RezObject() since this can never occur | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -15/+1 | |
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* | Remove code which was automatically deleting non-root prims from scene ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 3 | -32/+4 | |
| | | | | | | | objects that had previous been attachments. Looks like this code was accidentally uncommented in e1b5c612 from feb 2010. Appears to resolve the rest of http://opensimulator.org/mantis/view.php?id=5664 | |||||
* | If the user receiving an inventory folder has left the scene by the time the ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -5/+4 | |
| | | | | | | acceptence message arrives, then don't send them an inventory update. Doing so causes a NullReferenceException | |||||
* | refactor: use SOG register target waypoints and rots directly instead of ↵ | Justin Clark-Casey (justincc) | 2011-09-01 | 2 | -24/+6 | |
| | | | | calling through the SOP, which doesn't make conceptual sense anyway. | |||||
* | Eliminate pointless checks of SOG.RootPart != null | Justin Clark-Casey (justincc) | 2011-09-01 | 12 | -205/+119 | |
| | | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized | |||||
* | refactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID() | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -17/+6 | |
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* | Fix issue with llGetTorque() where it would only ever return a zero vector. | Justin Clark-Casey (justincc) | 2011-09-01 | 2 | -10/+1 | |
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* | Remove pointless cluttering SOP.ParentGroup != null checks. | Justin Clark-Casey (justincc) | 2011-09-01 | 16 | -424/+274 | |
| | | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent. | |||||
* | Fix a bug where the non-root parts of rezzed objects that had previously ↵ | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -1/+12 | |
| | | | | | | | | | been attachments were sending their old attachment values to the client. The root part state is the canonical value, so always send that instead. Sending conflicting attachments states for non-root parts of a rezzed object is enough to crash the client. Fixes http://opensimulator.org/mantis/view.php?id=5664. Many thanks to mewtwo0641 for some fantastic qa work on this one. | |||||
* | Don't set a GridUser entry for NPCs. | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -1/+4 | |
| | | | | Resolves http://opensimulator.org/mantis/view.php?id=5665 | |||||
* | move common code into AttachmentsModule.DeleteAttachmentsFromScene() | Justin Clark-Casey (justincc) | 2011-08-31 | 6 | -25/+37 | |
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* | If a FireAndForget thread terminates with an exception, then catch and log ↵ | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -1/+15 | |
| | | | | | | rather than letting it terminate the simulator. Exceptions don't appear to do this with the SmartThreadPool but they do with UnsafeQueueUserWorkItem (and maybe others) | |||||
* | refactor: move multiple class to set avatar height into associated ↵ | Justin Clark-Casey (justincc) | 2011-08-31 | 2 | -17/+3 | |
| | | | | SP.AddToPhysicalScene() | |||||
* | get rid of appearance null checks - this is never null | Justin Clark-Casey (justincc) | 2011-08-31 | 3 | -35/+17 | |
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* | In WorldCommModule, replace the useless Attachments == null check with ↵ | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -2/+1 | |
| | | | | Attachments.Count == 0 instead | |||||
* | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -1/+1 | |
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* | remove pointless m_attachments == null check since this field is never null | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -1/+1 | |
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* | minor: seal up another instance of using the appearance list without locking | Justin Clark-Casey (justincc) | 2011-08-31 | 2 | -2/+3 | |
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* | Make SP.Attachments available as sp.GetAttachments() instead. | Justin Clark-Casey (justincc) | 2011-08-31 | 7 | -72/+98 | |
| | | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings. | |||||
* | remove pointless ToArray() call in AttachmentsModule.SaveChangedAttachments() | Justin Clark-Casey (justincc) | 2011-08-30 | 1 | -1/+1 | |
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* | minor: remove already processed avatar null check in Scene.RemoveClient() | Justin Clark-Casey (justincc) | 2011-08-30 | 3 | -6/+1 | |
| | | | | remove some now duplicated method doc | |||||
* | refactor: move SP.SaveChangedAttachments() fully into AttachmentsModule | Justin Clark-Casey (justincc) | 2011-08-30 | 5 | -26/+38 | |
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* | refactor: Move ScenePresence.RezAttachments() into AttachmentsModule | Justin Clark-Casey (justincc) | 2011-08-30 | 6 | -47/+103 | |
| | | | | This adds an incomplete IScenePresence to match ISceneEntity | |||||
* | add Name property to ISceneEntity | Justin Clark-Casey (justincc) | 2011-08-30 | 2 | -2/+6 | |
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* | refactor: migrate DropObject handling fully into AttachmentsModule from Scene | Justin Clark-Casey (justincc) | 2011-08-30 | 6 | -30/+17 | |
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* | minor: comment out friends number logging from login for now | Justin Clark-Casey (justincc) | 2011-08-30 | 1 | -1/+1 | |
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* | Fix bug where attachments were remaining on the avatar after being dropped. | Justin Clark-Casey (justincc) | 2011-08-30 | 3 | -8/+25 | |
| | | | | If the inventory service is configured not to allow deletion then these will not disappear from inventory | |||||
* | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-30 | 8 | -24/+168 | |
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| * | Fix bug in persisting saved appearances for npcs | Justin Clark-Casey (justincc) | 2011-08-30 | 8 | -24/+168 | |
| | | | | | | | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660 | |||||
* | | Use GetMeshKey from PrimitiveBaseShape. | Robert Adams | 2011-08-29 | 2 | -15/+23 | |
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* | | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-29 | 22 | -229/+266 | |
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| * | Move GetMeshKey from buried inside Meshmerizer to a public method on ↵ | Robert Adams | 2011-08-28 | 2 | -62/+62 | |
| | | | | | | | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
| * | Add level of detail specification to optionally reduce the number of ↵ | Robert Adams | 2011-08-28 | 2 | -5/+42 | |
| | | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
| * | Related to #4689 - Adding missing null check for SceneObjectPart | Makopoppo | 2011-08-27 | 2 | -4/+18 | |
| | | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
| * | Stop avatars returning from neighbouring regions from stalling on the border ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 1 | -3/+22 | |
| | | | | | | | | | | | | | | | | | | crossing. On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the movement registered to the client when it exited the initial region. If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key. This bug was probably introduced a few weeks ago. Surprised that nobody brought it up. | |||||
| * | Eliminate duplicate AttachmentPoint properties by always using the one ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 4 | -44/+41 | |
| | | | | | | | | stored in the root part's state field. | |||||
| * | refactor: camel case AttachmentPoint method arg as per code standards | Justin Clark-Casey (justincc) | 2011-08-27 | 1 | -4/+4 | |
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| * | refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 16 | -113/+83 | |
| | | | | | | | | pointless duplication of identical values | |||||
* | | BulletSim: add mesh representation. Use meshes for static objects and switch ↵ | Robert Adams | 2011-08-26 | 3 | -129/+228 | |
| | | | | | | | | to hulls for physical objects. | |||||
* | | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-26 | 33 | -564/+997 | |
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| * | refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar | Justin Clark-Casey (justincc) | 2011-08-26 | 7 | -27/+26 | |
| | | | | | | | | This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP | |||||
| * | refactor: move SOG.DetachToGround() to ↵ | Justin Clark-Casey (justincc) | 2011-08-26 | 2 | -41/+35 | |
| | | | | | | | | AttachmentsModule.DetachSceneObjectToGround() and remove redundant code |