Justin Clark-Casey (justincc)
f32dbef647
When an ODE geom is removed (as when a non-phantom prim is deleted, resized or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor
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This is to stop a small memory leak over time when prims are deleted or phantom-toggled
2011-08-01 06:32:30 +01:00
Justin Clark-Casey (justincc)
6618948ff9
refactor: centralize prim geom removal code from four places to one
2011-08-01 06:15:02 +01:00
Justin Clark-Casey (justincc)
509200d5cd
minor: add note to RemovePrimThreadLocked() to the effect that it contrary to the summary, it is being called from within Simulate() lock (OdeLock)
2011-08-01 05:48:27 +01:00
Justin Clark-Casey (justincc)
dfa2f7d715
If a prim changes size or shape, add actor to _parent_scene.actor_name_map with new prim_geom key, as the old one becomes invalid.
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This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script.
In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time.
This needs to be fixed.
2011-08-01 05:43:04 +01:00
Justin Clark-Casey (justincc)
2102964826
minor: indentation correction
2011-08-01 05:14:16 +01:00
Justin Clark-Casey (justincc)
b757583662
Comment out SOP logging message I accidentally left in
2011-07-31 03:41:35 +01:00
Justin Clark-Casey (justincc)
aea7007533
refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so that we don't have to look at it if it's not relevant
2011-07-31 02:50:50 +01:00
Justin Clark-Casey (justincc)
450bdb3657
In the packetpool, if we encounter a data block that somehow wasn't retrieved via GetDataBlock() then create a new stack instead of throwing an exception
2011-07-31 02:30:40 +01:00
Justin Clark-Casey (justincc)
d041276517
Remove _mesh field since the mesh data no longer needs to be stored after it's initially used.
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This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
2011-07-31 01:03:52 +01:00
Justin Clark-Casey (justincc)
bd8f538f80
refactor: Remove argument to pass in an initial mesh to OdePrim since this is no longer required and it prevents removal of the _mesh field (which is only used temporarily)
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If passing in a mesh becomes important again in the future then this can be reinstated.
2011-07-31 00:49:49 +01:00
Justin Clark-Casey (justincc)
196a774b24
minor: correct method doc for last commit
2011-07-31 00:45:20 +01:00
Justin Clark-Casey (justincc)
454312f5bc
refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse this with the pre-existing _mesh field
2011-07-31 00:44:23 +01:00
Justin Clark-Casey (justincc)
f1ce17071d
minor: method doc
2011-07-31 00:43:02 +01:00
Justin Clark-Casey (justincc)
e08be91c84
Refactor: Replace instances of m_isphysical with IsPhysical rather than have some code reference the private var and other the public var without any functionality difference.
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Add some method doc to IsPhysical
2011-07-30 23:44:47 +01:00
Justin Clark-Casey (justincc)
4f4d080461
refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability
2011-07-30 23:20:43 +01:00
Justin Clark-Casey (justincc)
49a3740ee9
minor: remove mono compiler warnings, some code spacing adjustments
2011-07-30 03:56:29 +01:00
Justin Clark-Casey (justincc)
9fc59e2bf2
minor: remove some mono compiler warnings
2011-07-30 03:19:00 +01:00
Justin Clark-Casey (justincc)
d917010433
minor: Add method doc to collision subscription methods. Change method case to reflect OpenSim standards.
2011-07-30 03:11:36 +01:00
Justin Clark-Casey (justincc)
310a685220
refactor: extract method that generates a physics mesh from prim shape data
2011-07-30 02:34:50 +01:00
Justin Clark-Casey (justincc)
4197f66052
refactor: extract code which generate points and faces from sculpt data into it's own method.
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fix build break.
2011-07-30 02:22:05 +01:00
Justin Clark-Casey (justincc)
b0eacadeb4
fix bug in previous commit
2011-07-30 02:09:17 +01:00
Justin Clark-Casey (justincc)
122e01949d
refactor: move the code that generates physics meshs from prim mesh data into a separate method, in order to make the code more readable.
2011-07-30 02:08:32 +01:00
Justin Clark-Casey (justincc)
7791c1fd1e
Replace the generic exception logging in flotsam asset cache with more specific stuff to return more information.
2011-07-30 01:35:22 +01:00
Justin Clark-Casey (justincc)
c4c6b457c3
correct misleading "fcache status" text - deep scans are not performed when this command is invoked.
2011-07-30 01:16:10 +01:00
Justin Clark-Casey (justincc)
2f5995f5c0
Temporary code to change bad AvatarHeight values in the AvatarService to the default Ruth height.
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I was persuaded to do this because simulators on osgrid will persist in inserting bad values for an unknown length of time, even after the original simulator bug which was inserting bad values is out in an osgrid distro
This code can be removed at some point in the future, though I think there is an argument for having services police these values in open grids.
2011-07-30 00:58:17 +01:00
Justin Clark-Casey (justincc)
6d866ba6d5
Temporarily put in a log line which shows which locale the user is running in.
2011-07-29 23:43:35 +01:00
Justin Clark-Casey (justincc)
9a5e0ede7c
For all Util.FireAndForget invocations, set thread to en_US before continuing wtih the invocation.
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This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire.
Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this.
Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable.
Arguably, it would be better to do this where data is sent, but doing it here is much easier.
All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
2011-07-29 23:21:57 +01:00
Justin Clark-Casey (justincc)
84c68c61bd
When we start the appearance saving thread, make sure we set the culture to En_US so that a different culture doesn't save values with commas as decimal points, etc.
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This will hopefully stop giants stalking the grid.
See http://opensimulator.org/mantis/view.php?id=5614
2011-07-29 22:27:04 +01:00
Justin Clark-Casey (justincc)
5043be13fb
Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt data fails.
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This is to address http://opensimulator.org/mantis/view.php?id=5612
2011-07-29 21:49:23 +01:00
Justin Clark-Casey (justincc)
f3c5a5b745
fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty.
2011-07-29 01:18:42 +01:00
Justin Clark-Casey (justincc)
2a39d0cdb0
refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability.
2011-07-29 00:51:07 +01:00
Justin Clark-Casey (justincc)
3f0d8f3cbf
refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA joints stuff into its own method.
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Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
2011-07-29 00:39:02 +01:00
Justin Clark-Casey (justincc)
9c6227da66
refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
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This is to make it more readable.
2011-07-29 00:23:42 +01:00
Justin Clark-Casey (justincc)
8c3eb324c4
When using osTeleportAgent() and osTeleportAvatar(), only teleport if the region name exactly matches (not near matches)
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This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list.
Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change.
Addresses http://opensimulator.org/mantis/view.php?id=5606
2011-07-29 00:00:35 +01:00
Melanie
c4ffcd4b7d
Ensure that packet headers get parsed correctly
2011-07-27 09:12:00 +01:00
Melanie
4cdc8806fb
Fix LLTextBox to work with the updated libOMV
2011-07-23 11:40:38 +01:00
Justin Clark-Casey (justincc)
504de8bc47
Pass the first name and last name from the agent circuit data to the authorization service rather than from the account.
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This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account.
See http://opensimulator.org/mantis/view.php?id=5517 , this code is somewhat adapted/cleaned up from Michelle's patch
I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure.
It's up to the auth service to decide which data it actually uses.
Possibly we should be passing through other info such as agent circuit ip
2011-07-23 03:48:53 +01:00
Makopoppo
4eaca4884e
Fixed serverside_object_permission default value confliction
2011-07-23 02:26:13 +01:00
Justin Clark-Casey (justincc)
be9b4ad23a
For default everyone permissions on library items, make notecards and scripts non-modifiable (but still copyable, etc).
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Users should not be given the impression that they can modify these items.
This still does not solve the issue where library items cannot be dragged into prims or user inventory any time after they are initially seen.
Curiously, manually copying and pasting still appears to work.
On the surface, this seems to have something to do with library item caching on the client, since deleting the cache allows drag to work again once
Not sure what the exact problem is.
2011-07-23 02:18:23 +01:00
Justin Clark-Casey (justincc)
f0895028e9
Remove manually permissions settings on all current library items so that they use the defaults instead.
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Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
2011-07-23 02:13:11 +01:00
Justin Clark-Casey (justincc)
fcaa4f6012
Revert "Don't load current/next/everyone/base permissions from the library item xml files - always use PermissionMask.All instead (which was the existing default)."
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There actually are uses for this. I will correct the perms instead since some entries appear to be wrong.
This reverts commit 667b54f5a2
.
2011-07-23 02:05:51 +01:00
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).
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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
Justin Clark-Casey (justincc)
aadc4eb3b8
Fix problem where sculpts were not getting physical proxies
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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
Melanie
6ac0bc7259
Thank you, Michelle Argus, for a patch that adds reading the agent limit
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from XML properly.
2011-07-22 12:36:05 +01:00
Oren Hurvitz
02e54c57c4
Generate the initial maptile asynchronously
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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
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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
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Signed-off-by: root <root@grid00001.t-data.com>
2011-07-21 20:13:32 +01:00
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
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
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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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.
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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.
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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
Justin Clark-Casey (justincc)
bdd340b9fc
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-07-18 01:35:00 +01:00
Justin Clark-Casey (justincc)
e9a739f45f
refactor: group all the undo/redo code in SOP into one place for easier code reading
2011-07-18 01:33:57 +01:00
Marck
dd2564d7ec
refactor: Pull up Assembly of the SQLite classes as a protected property, so that it can be overwritten in subclasses. That way extensions can decide in which assembly migration resources should be looked up. This is a refactor similar to commit 9923a2ff10
for MySQL -- no functional changes.
2011-07-16 09:49:38 +02:00
Justin Clark-Casey (justincc)
f5ddf37112
Replace ifs in SOG.GroupResize() with Math.Min()
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Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
2011-07-16 05:23:21 +01:00
Justin Clark-Casey (justincc)
9a80adf33a
remove now unncessary parts of SceneObjectGroup.Resize()
2011-07-16 04:49:21 +01:00
Justin Clark-Casey (justincc)
122745fe1c
refactor: replace scale limiting code with more elegant Math.Min calls
2011-07-16 04:28:49 +01:00
Justin Clark-Casey (justincc)
2b68ac4ba3
refactor: Push all part resize code down into SceneObjectPart.Resize()
2011-07-16 04:22:57 +01:00
Justin Clark-Casey (justincc)
4b5a6b655b
add test for resizing one part in a group
2011-07-16 03:52:30 +01:00
Justin Clark-Casey (justincc)
df2a59d31b
refactor: make SceneObjectGroup.GroupScale() a property rather than a mehod
2011-07-16 03:30:14 +01:00
Justin Clark-Casey (justincc)
0f9882db5b
minor: add a log warning if a sculpt/mesh async asset request returns no data
2011-07-16 03:24:36 +01:00
Justin Clark-Casey (justincc)
6f9b855719
refactor: remove pointless sender != null tests, etc, in AssetReceived, since the method called always belongs to the object that generated the request
2011-07-16 03:16:24 +01:00
Justin Clark-Casey (justincc)
982e71b6b8
eliminate unused and redundant SceneObjectGroup.AssetReceived()
2011-07-16 03:08:28 +01:00
Justin Clark-Casey (justincc)
c82f19e41c
fix build break from last commit
2011-07-16 03:06:30 +01:00
Justin Clark-Casey (justincc)
3fc12e7224
Eliminate the pointless textured id argument to SculptTextureCallback
2011-07-16 03:02:28 +01:00
Justin Clark-Casey (justincc)
2b339b7d2b
minor: remove mono compiler warnings
2011-07-16 02:56:54 +01:00
Justin Clark-Casey (justincc)
27fae36a21
remove the need to supply SceneObjectGroup.GroupResize() with a localId.
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This is utterly pointless scene we already know which sog we're dealing with.
2011-07-16 02:53:36 +01:00
Justin Clark-Casey (justincc)
50bd48542c
Add very basic test for resizing a scene object with one prim
2011-07-16 02:44:00 +01:00
Justin Clark-Casey (justincc)
6179879308
minor: remove mono compiler warnings
2011-07-16 01:53:25 +01:00
Justin Clark-Casey (justincc)
da7340b9fb
If resized shape is a mesh/sculpt, leave it to the mesh asset callback to trigger the physics actor taint.
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In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
2011-07-16 01:42:56 +01:00
Justin Clark-Casey (justincc)
18652eb87e
Fix physics proxy regeneration when a mesh with more than one submesh is resized
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Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
Justin Clark-Casey (justincc)
7247ca1644
use constants in llGetObjectDetails() rather than magic numbers
2011-07-16 00:08:11 +01:00
Justin Clark-Casey (justincc)
a9ba9d4a9e
change async parameter name in AddLocalPacketHandler since it becomes a reserved keyword in .net 5
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Also adds some method doc.
2011-07-15 23:51:55 +01:00
Justin Clark-Casey (justincc)
0ee7a5ee81
If object is an attachment, make llGetVel() return the avatar's speed rather than the object's own zero speed.
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As per http://opensimulator.org/mantis/view.php?id=5575
2011-07-15 23:36:32 +01:00
Justin Clark-Casey (justincc)
3e5b2d52ff
minor: method doc for baked texture uploading
2011-07-15 22:58:29 +01:00
root
e9dbe54ab1
Fix some local id issues in physics glue
2011-07-15 20:07:59 +01:00
Robert Adams
b55076990c
fix duplication of physical objects for physics engines that care about the initial value of localID
2011-07-15 11:37:34 -07:00
Justin Clark-Casey (justincc)
c7e8529122
minor: remove whitespace
2011-07-13 01:25:17 +01:00
Justin Clark-Casey (justincc)
0d64155bb5
Remove an unused 404 checker since on a 404, GetResponse() throws a WebException rather than proceeding.
2011-07-13 01:24:22 +01:00
Justin Clark-Casey (justincc)
938b4f8bf8
if a SynchronousRestObjectRequester request fails, then unless it's due to a 404, log the exception for diagnostic purposes
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This is instead of logging "Invalid XML" for all failures, even if they weren't a result of invalid xml.
A default TReponse is returned in the event of a 404, which is the same behaviour as previously.
2011-07-13 01:19:12 +01:00
Justin Clark-Casey (justincc)
e434ba5e8e
Remove the obsoleted SynchronousRestObjectPoster
2011-07-13 00:52:32 +01:00
Justin Clark-Casey (justincc)
08dc07dc76
refactor: Move all callers of the obsoleted SychronousRestObjectPoster.BeginPostObject() to the identical SynchronousRestObjectRequester.MakeRequest()
2011-07-13 00:48:36 +01:00
Justin Clark-Casey (justincc)
5158ec0913
Add experimental module to check status of services that the simulator is connected to.
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Currently disabled.
2011-07-13 00:24:55 +01:00
Justin Clark-Casey (justincc)
bf1b8397bb
Add a warning to URI config in GridCommon.ini.example not to add a slash to the end.
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Tidy up GridCommon.ini.example
2011-07-12 23:35:06 +01:00
Justin Clark-Casey (justincc)
3e456163dd
Port implementation of llCastRay() from Aurora.
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I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
2011-07-12 22:13:15 +01:00
Justin Clark-Casey (justincc)
d31e0a67f7
temporarily fix the build break with building the OdePlugin tests assembly.
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This needs to be fixed properly.
2011-07-12 03:26:22 +01:00
Justin Clark-Casey (justincc)
f75f906e35
minor: remove whitespace to trigger another build
2011-07-12 03:13:05 +01:00
Justin Clark-Casey (justincc)
df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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This prevents spurious 'no asset data' for meshes added on startup.
2011-07-12 02:33:09 +01:00
Justin Clark-Casey (justincc)
dbd954d701
Fix permissions problem where newly uploaded meshes rezzed from inventory could not be copied by owner.
2011-07-11 22:56:14 +01:00
Justin Clark-Casey (justincc)
24efb021ff
minor Tack the prim name on the end of the "experimental mesh proxy generation" message.
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Can probably comment out this message soon, once a few other issues are tidied up.
2011-07-11 04:23:30 +01:00
Justin Clark-Casey (justincc)
8e44a8e2b9
Properly regenerate physics proxy when a mesh is resized.
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This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
2011-07-11 03:47:49 +01:00
Justin Clark-Casey (justincc)
0badf3718d
refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
2011-07-11 03:35:29 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
ce85675e70
comment out accidential ProcessTaints physics debug line left in code
2011-07-11 02:29:51 +01:00
Justin Clark-Casey (justincc)
6a15464b0a
refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable
2011-07-11 02:29:19 +01:00
Justin Clark-Casey (justincc)
01b98c2e62
refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable
2011-07-11 02:18:19 +01:00
Justin Clark-Casey (justincc)
e68ae44b6b
minor: remove mono compiler warning
2011-07-11 02:11:37 +01:00
Justin Clark-Casey (justincc)
c6d4304a04
refactor: very minor space insertion
2011-07-11 02:11:16 +01:00
Justin Clark-Casey (justincc)
c964114f7e
refactor: make argument to SOP.UpdatePrimFlags() more readable
2011-07-11 02:09:11 +01:00
Justin Clark-Casey (justincc)
457ba9d1a2
refactor: slightly simplify test
2011-07-09 02:27:47 +01:00
Justin Clark-Casey (justincc)
59aedbc94b
Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its effects and return object
2011-07-09 02:25:40 +01:00
Justin Clark-Casey (justincc)
f99b89990c
Add scratch AvatarFactoryModuleTests with one test to do a partial check on AvatarFactoryModule.SetAppearance()
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Baked texture set not yet checked, nor persistence of data in avatar service
This is a foundation for later npc related tests.
2011-07-09 02:21:56 +01:00
Justin Clark-Casey (justincc)
6963b8b046
refactor: Get LSLString(LSLInteger i) constructor to now call LSLString(int i) structure to remove code duplication.
2011-07-09 01:28:27 +01:00
Makopoppo
df586c9d25
Raw int numbers (ex.LSL Constants) are displayed like "1.000000" when type cast to string
2011-07-09 01:27:12 +01:00
Justin Clark-Casey (justincc)
f680c13495
Fix osMatchString() so that it reports all instance of pattern matches, not just the first one.
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This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches.
Thanks makopoppo!
2011-07-09 01:24:30 +01:00
Justin Clark-Casey (justincc)
52c3671aa0
fix formatting issues from last patch
2011-07-09 01:17:35 +01:00
Makopoppo
b983f38e2a
lsGetWindlightScene() returns raw int value, which makes unable to compare to another value with llListFindList()
2011-07-09 01:08:26 +01:00
Makopoppo
04f8d0e45d
Made some LSL_Constant or LS_Constant raw int values
2011-07-09 01:08:13 +01:00
Makopoppo
e7abf834d1
Instance-types-in-list fix for LSL/OSSL functions. This will fix llListFindList() which always returns -1 when you compare with the list from those functions.
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*llCSV2List
*llGetAnimationList
*llGetLinkPrimitiveParams
*llGetObjectDetails
*llGetParcelDetails
*llGetParcelPrimOwners
*llGetPrimitiveParams
*GetLinkPrimitiveParamsEx
*osGetAgents
*osMatchString
*osGetLinkPrimitiveParams
*osGetPrimitiveParams
*osGetAvatarList
2011-07-09 00:49:53 +01:00
Justin Clark-Casey (justincc)
d79c6c8820
Rename SetSculptData() to SetSculptProperties(), since this is what it does (setting SculptData is done through the property)
2011-07-09 00:42:48 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
c3d82bdcb1
When loading library asset set, only store an asset if it's different from an existing one with the same id.
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We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store.
This cuts asset library load time from 10 seconds to <1 sec.
Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear.
This is unrelated to this commit and needs to be fixed at some subsequent time.
2011-07-08 22:53:19 +01:00
Justin Clark-Casey (justincc)
a048ec3f95
stop the local inventory services connector from logging an error when an item id isn't found.
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making this query is legitimate and so the log line can cause false positivies. It is up to callers to log an error if appropriate.
2011-07-08 22:34:03 +01:00
Justin Clark-Casey (justincc)
192bd1057e
fix bug where opening a library script would fail
2011-07-08 22:32:19 +01:00
Justin Clark-Casey (justincc)
5700c582ba
refactor: rename bool returning GetAgentInventoryItem() to CanGetAgentInventoryItem() to improve code readability
2011-07-08 22:28:17 +01:00
Justin Clark-Casey (justincc)
e8ad8593b6
refactor: eliminate redundant return statement
2011-07-08 20:58:44 +01:00
Justin Clark-Casey (justincc)
40300c886c
refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
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Also remove some of the logging spam left in from the last commit.
2011-07-08 20:36:01 +01:00
Justin Clark-Casey (justincc)
b18ef976ff
Fix interpretation of physics mesh proxies from mesh data
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As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format , some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
2011-07-08 19:43:22 +01:00
Justin Clark-Casey (justincc)
29034bc0e0
minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
2011-07-08 18:34:44 +01:00
Justin Clark-Casey (justincc)
36df9ae79a
refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability
2011-07-08 18:16:48 +01:00
Justin Clark-Casey (justincc)
1dcad4ac66
minor: commented out log lines for future use and very small code tidy
2011-07-08 17:58:01 +01:00
Justin Clark-Casey (justincc)
3bda7711b3
Switch the MeshUploadFlag CAP module on and off with the existing config AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini)
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Default is on.
2011-07-07 23:49:19 +01:00
Justin Clark-Casey (justincc)
2fbc98fa5c
Make MeshUploadFlagModule non-shared rather than shared (since each scene needs its own cap)
2011-07-07 23:37:23 +01:00
Mic Bowman
e91861fff2
Ensure that the max transfer distance is initialized correctly.
2011-07-07 09:12:57 -07:00
Michael Cerquoni aka Nebadon Izumi
281e80ccf3
add MeshUploadFlag capability fixed mesh upload with latest mesh viewer thank you dahlia and lkalif for helping to make this happen!
2011-07-07 03:30:37 -07:00
Justin Clark-Casey (justincc)
af8773d6d0
Add TestClearCache()
2011-07-04 23:05:31 +01:00
Justin Clark-Casey (justincc)
cb02fc44f5
add TestExpireAsset()
2011-07-04 23:03:05 +01:00
Justin Clark-Casey (justincc)
f58de55c84
refactor: Move test setup code into setup method
2011-07-04 22:59:36 +01:00
Justin Clark-Casey (justincc)
bebc51a6e0
Make it possible to disable the file part of the flotsam asset cache
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This matches the ability to disable the memory part
This is controlled through the FileCacheEnabled parameter in FlotsamCache.ini
Default is true, so existing installations are not affected.
Improved fcache command feedback when various caches are disabled.
Re-enabled test for flotsam cache with file caching disabled.
2011-07-04 22:51:47 +01:00
Justin Clark-Casey (justincc)
5dc785bbf2
refactor: Split file cache manipulation code into separate methods, as has already been done for the memory cache
2011-07-04 22:30:18 +01:00