Commit Graph

22683 Commits (364a4604c3dd5f16524ff6d61303f058ca7a3d04)

Author SHA1 Message Date
Robert Adams c1371ab786 BulletSim: working on COM 2013-01-23 14:25:06 -08:00
Robert Adams 775fd6f8cc BulletSim: fix build break introduced by previous commit 2013-01-23 14:24:54 -08:00
Robert Adams a0d460e6bf BulletSim: remove the unused RestoreBodyDependencies used by linksets
and vehicles and clean up code by removing their kludgyness.
2013-01-23 14:24:42 -08:00
Melanie 8c6984eac1 Implement get version RemoteAdmin call 2013-01-23 23:12:48 +01:00
Melanie 0a5d806a36 Merge branch 'master' into careminster 2013-01-23 21:04:04 +00:00
Melanie c1795ed399 Add the Avination physics raycast glue so Core Physics can implement raycast 2013-01-23 21:03:24 +00:00
Melanie dd6ddcc7a5 Prevent double ground collisions and prefer the physics result if there is one.
ODE is known to not see the ground sometimes on raycast so the double test is
needed.
2013-01-23 20:58:47 +01:00
Melanie f72e284445 Merge branch 'master' into careminster 2013-01-23 19:46:36 +00:00
Melanie 6a2b673fca Remove the return value from llGiveMoney and add llTransferLindenDollars. Also
make llGiveMoney async so the script thread is not held up waiting for comms
to an external server.
2013-01-23 19:45:36 +00:00
Melanie fc1c77b42d Merge branch 'avination' into careminster 2013-01-23 19:31:27 +00:00
Melanie 87022b1fb4 Merge branch 'master' into careminster 2013-01-23 19:31:22 +00:00
Melanie c75508ec8d Fix a type (Suports => Supports). Also put the normal terrain collision check
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-23 20:29:05 +01:00
Melanie 47f18caa22 Remove the return value from llGiveMoney (it was a LSL extension of OpenSim) and
make the function async so the script thread is not held up waiting for comms
to an external server.
2013-01-23 18:58:29 +01:00
Melanie 997d53e532 EXPERIMENTAL - Comment out the check for the agent already being in transit
to prevent avatars being locked into their sim on a failed teleport.
May have side effects and must be revisited to fix right.
2013-01-23 18:17:49 +01:00
Melanie f667428283 Guard against XMLRPC module ref being null, which will happen if it's disabled 2013-01-23 16:11:37 +01:00
BlueWall 2841ed05cf Merge branch 'master' of /home/opensim/var/repo/opensim 2013-01-23 08:16:18 -05:00
BlueWall 1776986dc3 Add additional return status
Adding additional return status for JsonRpcMethod. Now returns true/false
2013-01-23 08:14:21 -05:00
Melanie 74e04c0f03 Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2013-01-23 02:39:30 +00:00
Melanie cc4cfd9fa8 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
2013-01-23 02:38:59 +00:00
Justin Clark-Casey (justincc) cf168194e5 If ScriptStopStrategy hasn't been set to co-op in [XEngine] config, then continue to generate C# that is functionality identical to historical generation
This is to eliminate disruption until co-op termination has been well-tested.
In non co-op mode, XEngine will continue to load DLLs of the existing Script class and the new XEngineScript class.
Moving to co-op mode still requires existing script DLL deletion to force recompilation, either manually or by setting DeleteScriptsOnStartup = true for one run.
This change also means that scripts which fail to initialize do not still show up as running scripts.
2013-01-23 02:36:43 +00:00
teravus 9d1989e64f * Handle a NRE with Baked Textures that may result in a failed appearance. This may be an issue, or it may be a symptom. 2013-01-22 18:49:50 -05:00
Robert Adams 80b1e32bfa BulletSim: Tweeks to vehicle motion.
Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21 23:43:24 -08:00
teravus be60c0b010 * A better way to handle the last fix (This is in case the viewer provides a list of preferred formats, though, technically, the sim would pick the first provided format the old way). This just makes it more obvious what's happening. 2013-01-21 22:08:51 -05:00
teravus 6007eae00f Merge remote-tracking branch 'remotes/origin/avination' into teravuswork 2013-01-21 21:34:49 -05:00
teravus 89676b8a48 * The fallthrough of FetchTexture was no longer resulting in a 404 response on missing textures. It was just waiting and no event was being provided. This re-enables the 404 response. 2013-01-21 21:32:48 -05:00
Justin Clark-Casey (justincc) 9a4914e58c Add co-op termination regression test for infinite recursive manual call on event function.
Such code would normally terminate quickly with a stack overflow exception anyway.
2013-01-22 02:32:40 +00:00
Justin Clark-Casey (justincc) 0727784186 Set script delay factor to 0 in co-op termination tests
This is to ensure loops aren't actually terminating from a wait on an LSL function.
This was not the case with any of the existing tests.
2013-01-22 02:26:04 +00:00
Justin Clark-Casey (justincc) 679dc811dd Add regression test for co-op termination on infinite user function call regression.
Such a script would probably run out of stack pretty quickly anyway.
2013-01-22 02:22:58 +00:00
Justin Clark-Casey (justincc) b93e8020e2 Add regression test for co-op stop of an infinite jump loop
Also fixes bug in do-while test
Improves detection of failure due to invalid script in test
Sets up xengine anew for each test rather than once for the while testsuite to improve isolation between tests.
Stop listening for chat after the first 'script is running' chat is received to reduce test run time.
2013-01-22 02:16:10 +00:00
Justin Clark-Casey (justincc) cf0b5e4f27 Add do-while co-op termination test
Minor changes to scripts in other tests.
2013-01-22 01:53:10 +00:00
Justin Clark-Casey (justincc) fbdfe43d75 Add single and comound while loop co-op termination test 2013-01-22 01:40:18 +00:00
Justin Clark-Casey (justincc) c6ba27d096 Fix bug in generating termination checks in compound statement for loop.
Add regression test for this case.
2013-01-22 01:23:10 +00:00
Justin Clark-Casey (justincc) a558f9797d factor out common code in existing co-op termination regression tests 2013-01-22 01:13:45 +00:00
Justin Clark-Casey (justincc) 419f8e0f76 Increase WaitForEventCompletionOnScriptStop to 120 secs to show that the co-op setting is active in its regression tests. 2013-01-22 01:08:24 +00:00
Justin Clark-Casey (justincc) 1730de14a4 minor: comment out Console.WriteLine debugging message in XEngine 2013-01-22 01:00:53 +00:00
Justin Clark-Casey (justincc) cd446c32d6 Add regression test TestStopOnLongForLoop() 2013-01-22 00:59:46 +00:00
Justin Clark-Casey (justincc) 49d674c74d refactor: rename XEngineTest to more descriptive XEngineBasicTests 2013-01-22 00:35:56 +00:00
Robert Adams 471c477863 BulletSim: allow changing position and rotation of a child of a linkset
without rebuilding the whole compound shape. Should make vehicles move
smoother.
2013-01-21 15:58:22 -08:00
Robert Adams 95c53ecae7 Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenter
routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
2013-01-21 15:55:54 -08:00
teravus 09a3e134e4 * Fix notecard loading - If the notecard name is formatted like a UUID but isn't an actual asset UUID, then try to load it like an asset id first, then try to load it as a task inventoryitem name. If the passed UUID is a string, try to load it like a task inventory item name. 2013-01-21 17:30:38 -05:00
Robert Adams 3f6698a595 BulletSim: remove unused MaxTaintsToProcessPerStep parameter 2013-01-21 09:19:09 -08:00
Melanie da6f589885 Add accessors to allow serializing rot and position targets 2013-01-21 08:36:21 +01:00
Robert Adams 52b341e2e2 BulletSim: More aggressive as setting character velocity to zero
when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters:  MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
2013-01-20 23:09:54 -08:00
Robert Adams 3c4868f613 BulletSim: fix problem of avatar sliding very slowly occasionally after stopping walking. Consolidate movement tests into the one prestep motion action 2013-01-20 23:09:54 -08:00
Robert Adams 2cb1d5240e BulletSim: small fix making sure terrain height is calculated
properly if the vehicle moves during vehicle actions.
2013-01-20 23:09:54 -08:00
Robert Adams 3b0df52d10 BulletSim: modify motors to return correction rather than current value
to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
2013-01-20 23:09:53 -08:00
Melanie a291e6be93 Limit active at targets to 8 2013-01-21 01:47:54 +01:00
Melanie 80529a6bac Prevent scene from holding references to SOGs with attargets beyond SOG deletion 2013-01-21 01:47:09 +01:00
Melanie 0e17887e03 Allow TeleportCancel packets to reset the transfer state machine 2013-01-21 01:46:40 +01:00
Melanie b7b3063849 Implement HTTP Request froma thread pool to avoid packet congestion 2013-01-20 18:38:00 +01:00