Commit Graph

8810 Commits (96259e82f6317994a7a0e4a25d1f70961b9065c1)

Author SHA1 Message Date
Sean Dague b2e5f03942 catch for a null asset so we don't get an exception here, though this
probably just makes the decoder break somewhere else.
2009-04-13 14:52:23 +00:00
Sean Dague 58fd013929 put J2KImage into it's own file, please no doubling up on classes in
files
2009-04-13 14:52:14 +00:00
Melanie Thielker cc86df4a3f Thank you, dslake, for a patch that converts many of the linear searches
in SceneGraph to fast dictionary lookups.
Includes a regression fix for attachments by myself.
Fixes Mantis #3312
2009-04-12 15:18:04 +00:00
Melanie Thielker 87ce5ea0eb Actually do what I promised in the previous commit :/ 2009-04-12 12:49:59 +00:00
Melanie Thielker 9d31cfafb2 Funnel stored (offline) IMs through the Scene EventManager to make sure
they are processed by the modules rather than sent to the client
directly. Allows friends and group requests and responses to be saved, too
2009-04-12 12:44:41 +00:00
Melanie Thielker 2864c45678 Actually remove the script if it tries to remove itself.
Fixes Mantis #2929
2009-04-12 12:03:07 +00:00
Melanie Thielker f6f3737fe8 Fix a regression where animations would only be sent if the avatar has
attachments. Convert base types to LSL types for event marshalling through
IScriptModule to avoid parameter errors.
2009-04-12 02:42:05 +00:00
Melanie Thielker 217b2d93ae Adding a script event, changed(CHANGED_ANIMATION)
This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
2009-04-11 16:51:27 +00:00
Adam Frisby b8619386eb * Minor MRM Cleanup
* Interfaces now live in Interfaces subdirectory. 
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
2009-04-11 10:21:04 +00:00
idb 988737b182 Correct Opensim.ini.example to reflect the default settings for clouds.
Fixes Mantis #3421
Change the agent/avatar events subscriptions to just OnNewClient. The data only needs to be sent once and keeping track of log ins/movements is not required. This will also send cloud data to child agents so that they can see clouds above neighbouring regions not just regions that they have visited.
2009-04-11 10:18:20 +00:00
Teravus Ovares 2dca78b2bf * BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine now. 2009-04-11 03:04:08 +00:00
Teravus Ovares 827117f0b1 * Add catch-all error handlers back to scene. 2009-04-11 00:12:57 +00:00
Teravus Ovares 53026affb3 * Instead of referencing mesh stuff in the physics plugin.. change the IMesh Interface. (blame prebuild) 2009-04-11 00:11:54 +00:00
Teravus Ovares daac8ad2db * Tweak prebuild #2 2009-04-10 23:55:03 +00:00
Teravus Ovares 881ab5412f * Fixes missing meshing reference. 2009-04-10 23:32:29 +00:00
Teravus Ovares 474b982eba * Adds Physical/Active Linkset support to BulletDotNETPlugin 2009-04-10 23:26:42 +00:00
Melanie Thielker 3307f21706 Add XmlRpcGridRouter, a module that communicates URIs for XMLRPC channels
to a central server via REST, for centralized XMLRPC routing.
2009-04-10 22:05:37 +00:00
Melanie Thielker a7de0ae9ec Make the scrpt engines ignore any script that begins with //MRM: 2009-04-10 21:44:27 +00:00
Melanie Thielker ae6f265729 Add an optional region module which will supply a script event,
xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string
is the fully qualified URI to post XMLRPC requests for that script to.
2009-04-10 21:26:36 +00:00
Melanie Thielker 8902923b12 Introduce IXmlRpcRouter, an interface that allows registering XMLRPC
UUIDs with a central marshaller for grids, or publish the ULS for objects
elsewhere.
2009-04-10 21:08:33 +00:00
Melanie Thielker b43226019a Expose the XMLRPC listener port on the IXMLRPC interface to allow
publication
2009-04-10 19:27:47 +00:00
Melanie Thielker 0377ddb5de Add events to IScriptEngine to notify scripting modules of the removal
of objects from the scene, and of scripts from objects. This facilitates
the development of modules that can register prims with externall servers
for inbound email and XMLRPC. Currently implemented in XEngine only.
Also applying cmickeyb's compiler locking patch, since it seems risk-free.
2009-04-10 19:07:41 +00:00
Melanie Thielker 292672675a Thank you, OwenOyen, for a patch that corrects the behavior of llRot2Euler.
Committed with comment changes.
Fixes Mantis #3412
2009-04-10 17:26:00 +00:00
Justin Clarke Casey 7c04c1e44c * Apply http://opensimulator.org/mantis/view.php?id=3427
* Return different values for llCloud() over time based on a cellular automation system.
* Thanks aduffy70!
2009-04-10 14:56:58 +00:00
Justin Clarke Casey 30d012b297 * Apply http://opensimulator.org/mantis/view.php?id=3432
* Make llGroundSlope() return correct results
* Thanks aduffy70!
2009-04-10 14:15:47 +00:00
Justin Clarke Casey bc515c3241 * Apply http://opensimulator.org/mantis/view.php?id=3439
* This corrects problems seen on some SQLite systems where the migration fails because the two argument substr() isn't implemented
* Thanks RemedyTomm!
2009-04-10 11:34:37 +00:00
Teravus Ovares 515bf6d7dc * Patch from RemedyTomm Mantis 3440
* Revamps the server side texture pipeline
* Textures should load faster, get clogged less, and be less blurry
* Minor tweak to ensure the outgoing texture throttle stays private.
* Fixes mantis 3440
2009-04-10 08:30:21 +00:00
nlin 8e6c20b27f Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Drag
Addresses Mantis #3381

The current implementation works as expected if the object has no rotation or 
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).

It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL 
also behaves oddly with a spin on an arbitrarily rotated object.)
2009-04-10 06:39:52 +00:00
Teravus Ovares e8dfa00d8c * Updated BulletDotNET dll with the ContactFlags definition. 2009-04-10 06:08:52 +00:00
Teravus Ovares 10f5615573 * Tweak the character controller some more
* Add cursory integration with script engine.    
* LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject..   etc.
* Still missing linked physical active and LLSetStatus with an axis lock.
2009-04-10 06:01:29 +00:00
Adam Frisby b664566b8f * Fixes a bug in MRM scripting whereby the Touch flag is never enabled for OnTouch capable scripts. 2009-04-10 05:13:02 +00:00
Teravus Ovares b05a1aa4b7 * Whoops, never saved the BulletDotNETScene.. Last commit continued..... 2009-04-09 22:00:15 +00:00
Teravus Ovares 4050dec682 * Changes the timstep of the bullet world
* Enables border crossings when using the BulletDotNETPlugin 
* Enabled variable time steps in BulletDotNETPlugin
* Still no 'linked physical objects' yet
* Still no script engine integration
2009-04-09 21:48:11 +00:00
Arthur Valadares 08f83f275d * Reinstated Scene Crossing tests, now with timeouts to check for race conditions 2009-04-09 21:37:54 +00:00
Justin Clarke Casey 80ea563bcc * minor: correct some documentation in SQLiteAssetData.cs 2009-04-09 20:07:12 +00:00
Justin Clarke Casey 601fa22185 * minor: remove some mono compiler warnings 2009-04-09 20:06:30 +00:00
lbsa71 6af0751cc5 * Tagged long running tests with LongRunningAttribute.
* Now, the 144 unit tests takes roughly as long time to run (16s on my laptop) that the 10 long running takes. The database tests takes forever.
* Feel free to run the unit tests as you code, and the rest before commit.
2009-04-09 20:06:27 +00:00
Justin Clarke Casey 1066aa6998 * Remove Autooar module pending it's migration to the forge 2009-04-09 19:49:33 +00:00
Justin Clarke Casey 2176a80bcf * Terminate OpenSim startup if we cannot listen to the designated HTTP port
* This makes the problem much more obvious to the user, and OpenSim isn't that useful without inbound http anyway
2009-04-09 19:46:14 +00:00
Justin Clarke Casey 7f8552fe63 * Change SQLite asset UUID to dashed format to be consistent
* Remaining inconsistent uuids (non dashed) are in region store for sqlite and mysql
* Migration of these will happen at a later date, unless someone else wants to do it
2009-04-09 19:23:19 +00:00
Justin Clarke Casey 67333d48fc * Change UUIDs in SQLite user db to dashed format to match representations elsewhere 2009-04-09 19:01:52 +00:00
Justin Clarke Casey 39c6302972 * Improve inventory uuid conversions to make sure that we aren't converting anything that already contains a -
* Among other things, this means that if a migration is interrupted, it can simply be retried
2009-04-09 18:17:52 +00:00
Justin Clarke Casey b5ba5634fb * Migrate UUID representations in SQLite inventory store to dashed format
* This makes the representation consistent with that most commonly used in the other supported database layers
2009-04-09 16:56:01 +00:00
lbsa71 d2a412e94b * Added some more experimental code; nothing wired in so far. 2009-04-09 16:45:22 +00:00
lbsa71 5572a00295 * Moved the DatabaseTestAttribute to Test.Common, and thus included ref to that in all db tests. *phew* 2009-04-09 16:40:02 +00:00
Adam Frisby f44694c28e * Allows MRMs to import libraries in the OpenSim bin directory.
* Syntax: //@DEPENDS:library.dll
2009-04-09 15:46:02 +00:00
Sean Dague a5ceb1a2a0 From: Christopher Yeoh <yeohc@au1.ibm.com>
The attached patch implements osKey2Name and osName2Key
which converts between a UUID key for an avatar and
an avatar name and vice-versa.

osKey2Name is similar to llKey2Name except that it will work
even if the avatar being looked up is not in the same region
as the script.
2009-04-09 15:04:02 +00:00
Adam Frisby 8ee81f98ea * Implements IObject.Materials[].*
* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
2009-04-09 14:51:18 +00:00
Adam Frisby c77e7fce9e * Implements IGraphics interface for MRM Scripting.
* This allows you to utilize System.Drawing tools on textures within the region.
* Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.
2009-04-09 14:19:49 +00:00
Adam Frisby 98eda9ebdb * Adds World.OnNewUser += delegate(IWorld sender, NewUserEventArgs e);
* This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
2009-04-09 13:22:27 +00:00