Commit Graph

713 Commits (8b267b5bb547b807dd3cb6cd83ea03bd101e19ff)

Author SHA1 Message Date
diva 2c272762f8 Small change on dealing with ODE physics, so that this warning doesn't happen: "[PHYSICS]: trying to change capsule size, but the following ODE data is missing - Shell Body Amotor". That warning occurred in MakeRoot, because of the call to SetSize, immediately after making the avie physical. 2009-02-17 03:14:08 +00:00
diva 7cc9062137 Major change to how appearance is managed, including changes in login and user service/server. Appearance is now sent by the user service/server along with all other loginparams. Regions don't query the user service for appearance anymore. The appearance is passed along from region to region as the avie moves around. And, as before, it's stored back with the user service as the client changes the avie's appearance. Child agents have default appearances that are set to the actual appearance when the avie moves to that region. (as before, child agents are invisible and non-physical). 2009-02-17 00:35:52 +00:00
diva 312b0f91c4 More guards around SetHeight. 2009-02-15 20:02:13 +00:00
idb 98e7ea015c Fix exception when standing up.
Fixes Mantis #3170
2009-02-15 16:12:58 +00:00
diva 9b19c65450 Guarding the new call to SetHeight in MakeRoot, so that ODE doesn't complain when it's 0. 2009-02-15 06:12:11 +00:00
diva 52c5b75174 Moving SendInitialData sort of back to where it was before, so that it doesn't interfere with the unit tests. 2009-02-15 05:50:07 +00:00
diva 3d5a9e6748 This started as way to correct Mantis #3158, which I believe should be fixed now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently. 2009-02-15 05:00:58 +00:00
diva 7a274a7e1d Makes region crossings asynchronous. Moved the bulk of the original code out of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop.
Note: weirdnesses may occur!
2009-02-12 23:23:44 +00:00
Justin Clarke Casey 31ca3a8d4d * refactor: Move RequestInventoryForUser() from service to CachedUserInfo
* This simplifies callers in most cases - CachedUserInfo is already handling the rest of the fetch inventory work anyway
2009-02-12 17:07:44 +00:00
diva 2c685bff14 Moved prim crossing out of OGS1 and into RESTComms and LocalInterregionComms. This breaks interregion comms with older versions in what concerns prim crossing. In the process of moving the comms, a few things seem to be working better, namely this may address mantis #3011, mantis #1698. Hopefully, this doesn't break anything else. But I'm still seeing weirdnesses with attchments jumping out of place after a cross/TP.
The two most notable changes in the crossing process were:
* Object gets passed in only one message, not two as done before.
* Local object crossings do not get serialized, as done before.
2009-02-09 22:27:27 +00:00
Sean Dague 66dc421be7 a last set of files that seem to have embedded ^M in them 2009-02-09 20:06:06 +00:00
diva 665269a277 * Removed the duplicate AddCapsHandler that existed in ScenePresence.MakeRootAgent; CAPs are already in place when this runs.
* Moved MoveAgentIntoRegion further down in the CompleteMovement method.
* changed a couple of methods from protected to public in SceneCommunicationService
2009-02-08 00:54:56 +00:00
Dr Scofield 9b66108081 This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.

The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.

I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
2009-02-06 16:55:34 +00:00