Commit Graph

21337 Commits (9be2d5c77da8c2fc6c953e26a8b1412642588eb2)

Author SHA1 Message Date
Melanie 9be2d5c77d Fix merge issues 2012-10-07 03:03:24 +01:00
Melanie f7df68d922 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
	OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
2012-10-07 02:48:28 +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).
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.
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
Justin Clark-Casey (justincc) 1fb53e7103 Fix bug in implementation of "show part pos" that would not filter probably.
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.
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.
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.
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
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
Melanie 637e9a10db Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
2012-10-04 20:16:23 +01:00
Mic Bowman d98af79f77 Make the asset retrieval concurrency a config switch. The current value
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.
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
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.
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.
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.
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
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 8a552ac907 Merge branch 'master' into careminster 2012-10-03 17:40:13 +01:00
Melanie bf565e9747 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-10-03 17:40:11 +01:00
Melanie 653a98e891 Fix a viewer crash issue
Conflicts:

	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-10-03 17:39:13 +01:00
Melanie fdacb88b29 Fix a viewer crash issue 2012-10-03 17:11:02 +02:00
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 23d5bafa7f Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
2012-10-03 00:24:33 +01:00
Melanie f433ee317b Attempt to fix Mantis #6311. Honor a destination folder if one is given 2012-10-02 23:03:52 +01:00
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