Justin Clark-Casey (justincc)
667b54f5a2
Don't load current/next/everyone/base permissions from the library item xml files - always use PermissionMask.All instead (which was the existing default).
...
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
2011-07-23 01:59:14 +01:00
Robert Adams
869883f2dc
BulletSim: fix buoyancy for prims. Start of configurable physics parameters.
2011-07-22 15:23:57 -07:00
Justin Clark-Casey (justincc)
aadc4eb3b8
Fix problem where sculpts were not getting physical proxies
...
Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh
This addresses http://opensimulator.org/mantis/view.php?id=5595
2011-07-22 19:23:38 +01:00
Dan Lake
3c09f918ad
Merge branch 'bulletsim' of ssh://opensimulator.org/var/git/opensim into bulletsim
2011-07-22 10:24:26 -07:00
Robert.Adams
5ffec1cd64
Pass collisions and updates in pinned memory (saves marshaling).
...
Fix folding feet by using collision normals.
Add constraint specification.
2011-07-22 10:23:40 -07:00
Dan Lake
fa696c2eb2
Pass collisions and updates in pinned memory (saves marshaling).
...
Fix folding feet by using collision normals.
Add constraint specification.
2011-07-22 10:22:21 -07:00
Mic Bowman
4cbc912375
Merge branch 'master' into bulletsim
2011-07-22 09:02:32 -07:00
Melanie
705f70064e
Fix merge artefact
2011-07-22 12:38:08 +01:00
Melanie
0e52010c0e
Thank you, Michelle Argus, for a patch that adds reading the agent limit
...
from XML properly.
2011-07-22 12:36:49 +01:00
Melanie
6ac0bc7259
Thank you, Michelle Argus, for a patch that adds reading the agent limit
...
from XML properly.
2011-07-22 12:36:05 +01:00
Oren Hurvitz
02e54c57c4
Generate the initial maptile asynchronously
...
Signed-off-by: Melanie <melanie@t-data.com>
2011-07-22 09:52:21 +01:00
root
d8228f4374
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2011-07-21 21:12:50 +01:00
Oren Hurvitz
71ef4a8fb3
When an uncached asset is requested multiple times concurrently, only load it once
...
Signed-off-by: root <root@grid00001.t-data.com>
2011-07-21 20:52:56 +01:00
Oren Hurvitz
56830bfe07
When handling SetAppearance packet, always save the appearance; not only if the texture was changed
2011-07-21 20:18:36 +01:00
Oren Hurvitz
f97278610c
Fixed updating avatar appearance
...
Signed-off-by: root <root@grid00001.t-data.com>
2011-07-21 20:13:32 +01:00
Justin Clark-Casey (justincc)
6426492da0
remove the windows debugging symbols for the long protobuf-net
2011-07-21 03:24:20 +01:00
Justin Clark-Casey (justincc)
630e11cbe1
remove dead MXP default symbols. The MXP code is long, long gone.
2011-07-21 03:22:27 +01:00
Justin Clark-Casey (justincc)
e1ce106790
make [SMTP] default comment option match actual default
2011-07-21 03:21:19 +01:00
Justin Clark-Casey (justincc)
0a09c45726
minor: group all the map tile options together
2011-07-21 03:18:10 +01:00
Justin Clark-Casey (justincc)
d2d67a1abf
remove pointless quotes from GenerateMaptiles option in OpenSimDefaults.ini
2011-07-21 03:14:43 +01:00
Justin Clark-Casey (justincc)
69c2d3434a
minor: remove the pointless quotes from the GenerateMaptiles option
2011-07-21 03:13:54 +01:00
Justin Clark-Casey (justincc)
703d130e96
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-07-21 03:10:28 +01:00
Justin Clark-Casey (justincc)
1c758ae01c
make default TextureOnMapTile true for the older map imager
...
Don't know of a good reason not to do this, seems to work fine.
2011-07-21 03:08:58 +01:00
Dan Lake
81fe1cfad6
Merge branch 'bulletsim' of ssh://opensimulator.org/var/git/opensim into bulletsim
2011-07-20 15:04:23 -07:00
Dan Lake
2c11f7fc38
Merge branch 'master' into bulletsim
2011-07-20 15:01:32 -07:00
Dan Lake
3270bd560e
Removed unused AddPrimShape methods in PhysicsScene caused by merge conflicts
2011-07-20 14:34:02 -07:00
Careminster Team
9fc7d65df7
Apply the localID to the Physics actor to prevent null calls later
2011-07-19 18:26:36 +01:00
Careminster Team
51c47677a1
Tidy up a superfluous AddPrimShape override in PhysicsScene
2011-07-19 18:17:19 +01:00
Careminster Team
cbaa4aa88f
Tidy up a superfluous AddPrimShape override in PhysicsScene
2011-07-19 18:16:44 +01:00
root
c768d18c92
Revert "Tidy up a superfluous AddPrimShape override in PhysicsScene"
...
This reverts commit f5623b5c39
.
2011-07-19 18:16:36 +01:00
Tom
f5623b5c39
Tidy up a superfluous AddPrimShape override in PhysicsScene
2011-07-19 10:15:34 -07:00
Justin Clark-Casey (justincc)
ee829a71c2
On all undo/redo operations, consistently lock the undo object for everything, in order to avoid any deadlock issues.
2011-07-19 06:13:05 +01:00
Justin Clark-Casey (justincc)
c50533659a
If we store an undo, wipe anything already present on the redo stack
...
This stops problems when we undo a few steps and start off down another path.
Surprisingly, apart from this now fixed problem, redo appears to be working too.
2011-07-19 06:11:16 +01:00
Justin Clark-Casey (justincc)
ec1ecd3633
stop redo throwing an exception if there is nothing to redo
2011-07-19 06:05:23 +01:00
Justin Clark-Casey (justincc)
25c532f2ec
refator: simplify UndoState.Compare() code
2011-07-19 05:58:52 +01:00
Justin Clark-Casey (justincc)
9dd5a24495
rip out pointless null checks in UndoState where part can never be null
2011-07-19 05:51:19 +01:00
Justin Clark-Casey (justincc)
bc3679b67d
Fix undo when changing just the root prim's position in a linkset.
...
I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected).
Also, the double undo bug for resize is still present.
Redo might be incredibly buggy, haven't even looked at that yet.
2011-07-19 05:46:17 +01:00
Justin Clark-Casey (justincc)
0ef29da9b2
refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for consistency
2011-07-19 05:20:04 +01:00
Justin Clark-Casey (justincc)
62325829ec
comment out all kinds of debugging guff
2011-07-19 05:14:58 +01:00
Justin Clark-Casey (justincc)
1fdb16f1cd
Fix undo for rotation of the root prim in a linkset on its own.
...
The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
2011-07-19 05:05:50 +01:00
Justin Clark-Casey (justincc)
b2722e984a
Fix undo of rotation of single prims in a linkset
2011-07-19 04:40:02 +01:00
Justin Clark-Casey (justincc)
97f1edfd95
Fix undo of prim group rotation.
...
This isn't that great since I think I broke it a few commits earlier.
Undo of rotation of individual prims in a linkset is still broken
2011-07-19 04:15:27 +01:00
Justin Clark-Casey (justincc)
4b9ef4f39c
Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what it actually does and is more consistent with other method names.
2011-07-19 03:44:49 +01:00
Justin Clark-Casey (justincc)
7c468cda36
Stop undo of just the root prim position in the linkset from shifting the whole linkset.
...
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
2011-07-19 03:38:22 +01:00
Justin Clark-Casey (justincc)
c94dc95844
fix undo when resizing of non-root individual prims in a linkset
...
undo resize, rotation and position still needs fixing when only editing root prim of a linkset
2011-07-19 03:27:16 +01:00
Justin Clark-Casey (justincc)
430a4aeba8
Fix undo for resizing linksets
...
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
2011-07-19 03:01:54 +01:00
Justin Clark-Casey (justincc)
86f45f6fe7
remove undo state storage in a few places where it's pointless
...
no functional effect - existing bugs still remain
2011-07-19 01:24:43 +01:00
Justin Clark-Casey (justincc)
6fc74b36d1
Make various tweaks to undo code in an effort to get things working better.
...
Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
2011-07-18 04:54:21 +01:00
Justin Clark-Casey (justincc)
aec3b58a57
use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack.
...
remove OpenSim.Framework.UndoStack
2011-07-18 02:06:06 +01:00
Justin Clark-Casey (justincc)
3f8e571b78
Use a standard generic system stack for the undo/redo stacks instead of our own homebrew.
...
system stack also uses an array, so no performance penalty.
Also exposes undo count and adds a test assertion for correct undo count after resize
2011-07-18 02:01:12 +01:00