Justin Clark-Casey (justincc)
73c9abf5f2
Move OpenSim.Data.RegionFlags -> OpenSim.Framework.RegionFlags to make it easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
2012-10-09 01:35:27 +01:00
Dan Lake
d342adaa87
Merge branch 'master' of git://opensimulator.org/git/opensim
2012-10-08 15:25:26 -07:00
Melanie
f65218f826
Fix build break
2012-10-08 19:02:21 +01:00
Melanie
839aa57b42
Update the example
2012-10-08 18:01:56 +01:00
Melanie
ff92330523
Add a ServiceList section to Robust .ini to get rid of the long string
2012-10-08 17:57:22 +01:00
Melanie
90a39379f0
Allow other whitespace characters than spaces in Robust connection string
2012-10-08 17:36:40 +01:00
Justin Clark-Casey (justincc)
13c4fd7271
refactor: Rename UserSessioNID -> UserSession in WebStatsModule since this is what it actually represents
2012-10-06 04:06:27 +01:00
Justin Clark-Casey (justincc)
9de991301c
Make UserSessionID a class rather than a struct, so that later updates to value suceed (rather than having to pull the data out and reinsert back into the Dictionary).
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Fixes http://opensimulator.org/mantis/view.php?id=6338
2012-10-06 04:04:50 +01:00
Justin Clark-Casey (justincc)
16c9c1dff7
On receiving TaskInventoryAccepted with a destination folder in the binary bucket slot for RLV, notify the viewer about inventory folder updates.
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The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
2012-10-06 02:34:49 +01:00
Dan Lake
91ca3117cb
Add bool to TriggerSceneObjectPartUpdated where full = true indicates a full update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
2012-10-05 17:32:07 -07:00
Dan Lake
6f220a8679
Trigger ObjectAddedToScene when loading objects from oarfile. Already triggers when creating, duplicating or loading from database, incoming attachments, etc
2012-10-05 17:30:27 -07:00
Justin Clark-Casey (justincc)
1fb53e7103
Fix bug in implementation of "show part pos" that would not filter probably.
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Also refactors more of ObjectCommandsModule to remove duplicate code
2012-10-05 04:31:43 +01:00
Justin Clark-Casey (justincc)
22f6fa49e3
Add "show part pos" console command to match "show object pos"
2012-10-05 04:22:08 +01:00
Justin Clark-Casey (justincc)
16feed456a
refactor: eliminate some now duplicate code in ObjectCommandsModule
2012-10-05 04:16:38 +01:00
Justin Clark-Casey (justincc)
68859af3f8
Add Vector3.Zero return on TryParseConsoleVector() which fails on mono 2.4.3 but not mono 2.10.9
2012-10-05 03:58:52 +01:00
Justin Clark-Casey (justincc)
633e1ed62c
Add missing ConsoleUtil from last commit
2012-10-05 03:57:35 +01:00
Justin Clark-Casey (justincc)
130768b16a
Add "show object pos <start-coord> to <end-coord>" command to simulator console.
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This allows you to display details of all objects in a given bounding box.
Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30.
See "help show object pos" for more details.
2012-10-05 03:52:42 +01:00
Justin Clark-Casey (justincc)
8cd1dc8d60
minor: Add missing license information from the top of IUserManagement
2012-10-05 02:07:28 +01:00
Justin Clark-Casey (justincc)
d87813a194
Finally fix build break by allowing UserManagementModule (which constructs a packet directly) to reference OpenSim.Region.ClientStack.LindenUDP.
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This time I actually properly did a clean build
2012-10-05 02:02:19 +01:00
Justin Clark-Casey (justincc)
046113c137
Print number of objects found with "show object name" and "show part name" simulator console commands
2012-10-05 01:46:28 +01:00
Justin Clark-Casey (justincc)
03136df1a7
Forgot to actually remove the packetpool set code from scene.
2012-10-05 01:45:49 +01:00
Justin Clark-Casey (justincc)
7c7cdf3431
Read PacketPool config in LLUDPServer with other config params rather than in Scene.
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This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
2012-10-05 01:43:29 +01:00
Justin Clark-Casey (justincc)
4832ed6960
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2012-10-05 01:32:02 +01:00
Justin Clark-Casey (justincc)
f0178a6a41
refactor: Move OpenSim.Framework.PacketPool to OpenSim.Region.Clientstack.Linden.UDP
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This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
2012-10-05 01:12:56 +01:00
Diva Canto
276fdbc1b3
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2012-10-04 15:33:17 -07:00
Diva Canto
5b90f5bb17
One more abstraction for GridUser so that it can be overridden in a sub-class.
2012-10-04 15:32:49 -07:00
Mic Bowman
d98af79f77
Make the asset retrieval concurrency a config switch. The current value
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of 30 is still hanging badly on some mono versions. The switch defaults to
30 to preserve current behavior.
2012-10-04 08:41:06 -07:00
Melanie
b977f962fa
Allow default animation to be stopped to be replaced with another one.
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Fixes Mantis #6327
2012-10-04 15:42:52 +01:00
Justin Clark-Casey (justincc)
aa52c8b20f
Output monitor data in response to console command on MainConsole.Instance rather than m_log
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This should really be happening for all console commands (though many don't).
However, things might get difficult if both a console command and other code invoke the same paths.
2012-10-04 02:17:57 +01:00
Justin Clark-Casey (justincc)
3d36a6d55c
Add generic PercentageStat.
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Not yet used.
2012-10-04 01:27:40 +01:00
Justin Clark-Casey (justincc)
e717398f6c
Add experimental "slow frames" stat, available in "show stats" and via the monitoring module.
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This increments a SlowFrames counter if a frame takes over 120% of maximum time.
This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic.
This is more granualar than asking objects to create their own reports.
At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
2012-10-04 00:32:42 +01:00
teravus
a2ab3b88de
Soliciting for comments on smoothness of physics objects for this build.
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This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
2012-10-03 18:30:44 -04:00
Mic Bowman
b9baab5521
Fix the use of the wrong index when locating the assets associated
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with wearables. The fact that this hasn't caused problems earlier
suggests either that no one is using multiple layers of wearables or
that this code is useless because the assets are coming in with the
wearables request.
2012-10-03 10:45:57 -07:00
Melanie
653a98e891
Fix a viewer crash issue
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-10-03 17:39:13 +01:00
teravus
e56ef2720e
I propose that 0.5m/step change for linear velocity is too big of a change to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
2012-10-03 02:30:23 -04:00
teravus
df3d1d1301
Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity
2012-10-02 23:14:35 -04:00
Robert Adams
a5b8359b8e
BulletSim: fix crash on load that showed up on 32bit Linux.
2012-10-02 17:04:33 -07:00
Melanie
ca5c0814f4
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2012-10-02 23:02:53 +01:00
Melanie
f1886c449c
Attempt to fix Mantis #6311 . Honor a destination folder if one is given
2012-10-02 23:02:01 +01:00
SignpostMarv
a1679517d3
correcting typo
2012-10-02 22:14:47 +01:00
SignpostMarv
f555febdb7
taking into account the recent introduction of implicit operators
2012-10-02 22:14:46 +01:00
SignpostMarv
ce7694c108
added perms checking, duplicated functionality to methods that do not require perms and have higher threat level
2012-10-02 22:14:46 +01:00
SignpostMarv
c677c04f10
fixing copypasta
2012-10-02 22:14:46 +01:00
SignpostMarv
35b7c80e0b
implementing osDropAttachment & osDropAttachmentAt
2012-10-02 22:14:46 +01:00
SignpostMarv
e81e19a3b4
string format arguments in wrong order
2012-10-02 22:11:40 +01:00
Robert Adams
210f227fe6
BulletSim: Make parameter value defaults match what should be the default and what is in OpenSimDefaults.ini. Comment and debug printout changes.
2012-10-02 11:14:15 -07:00
Robert Adams
ce47d0c454
BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its children of BSPrim and BSCharacter.
2012-10-02 11:14:09 -07:00
Robert Adams
d8a786870b
BulletSim: Fix problem where box shapes were not being rebuilt if the shape type changed.
2012-10-02 11:14:03 -07:00
Robert Adams
ce97ebdc88
BulletSim: Fix linkset problem where delayed manipulations of child objects was using the child shape address at call time rather than the one created at taint time.
2012-10-02 11:13:57 -07:00
Robert Adams
b6b505163c
BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is no lag between what the vehicle code sees and what the physics engine is using.
2012-10-02 11:13:51 -07:00