Commit Graph

20008 Commits (ba9daf849e7c8db48e7c03e7cdedb77776b2052f)

Author SHA1 Message Date
Talun 27e2ec177a New constants for llGetObjectDetails
New constants for llGetObjectDetails OBJECT_CHARACTER_TIME,
OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE,
OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ
also Pathfining constants, 3 of which are used by llGetObjectDetails
2013-01-19 01:50:16 +00:00
Talun 607558fe21 New constants for llGetObjectDetails
New constants for llGetObjectDetails OBJECT_CHARACTER_TIME,
OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE,
OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ
also Pathfining constants, 3 of which are used by llGetObjectDetails
2013-01-19 01:18:04 +00:00
Talun 4f70e423df Mantis 6507 keys returned by llGetAgentList incorrect for llList2Key
The type of the keys returned by llGetAgentList corrected to LSL_Key
2013-01-19 01:14:11 +00:00
Justin Clark-Casey (justincc) 652cfa2ee2 Fix use of scene debug commands when region is set to root or a specific region where there is more than one region on the simulator. 2013-01-19 00:27:17 +00:00
Justin Clark-Casey (justincc) 115e1c2abb Add "debug set set animations true|false" region console command.
Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
2013-01-18 23:22:02 +00:00
Justin Clark-Casey (justincc) 74256c0cc4 Restore previous client AO behaviour by not allowing them to remove the default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
2013-01-18 22:57:09 +00:00
Robert Adams c6b6c94ccb BulletSim: reduce jitter in avatar velocity when walking or flying.
OpenSimulator is VERY sensitive to changes in avatar velocity and
will send an avatar update message when velocity changes more than
0.001m/s. This significantly reduces the number of avatar update messages by
smoothing the avatar velocity returned by Bullet.
2013-01-18 11:39:24 -08:00
Robert Adams 482c7b5368 BulletSim: add logic to turn off pre-step actions when object goes
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
2013-01-18 11:37:36 -08:00
Justin Clark-Casey (justincc) c8afc8523b Implement non-wait co-operative termination of scripts for XEngine in addition to termination on wait.
This involves inserting opensim_reserved_CheckForCoopTermination() calls in lsl -> c# translation at any place where the script could be in a loop with no wait calls.
These places are for, while, do-while, label, user function call and manual event function call.
Call goes through to an XEngineScriptBase which extends ScriptBase.
IEngine is extended to supply necessary engine-specific parent class references and constructor parameters to Compiler.
Unfortunately, since XEngineScriptBase has to be passed WaitHandle in its constructor, older compiled scripts will fail to load with an error on the OpenSim console.
Such scripts will need to be recompiled, either by removing all *.dll files from the bin/ScriptEngines/<region-id> or by setting DeleteScriptsOnStartup = true in [XEngine] for one run.
Automatic recompilation may be implemented in a later commit.
This feature should not yet be used, default remains termination with Thread.Abort() which will work as normal once scripts are recompiled.
2013-01-17 23:39:09 +00:00
Robert Adams a6afd2f706 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-01-17 14:51:52 -08:00
Robert Adams 75f710f1e7 BulletSim: Add one function that all actors who act on the physical
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
2013-01-17 14:47:35 -08:00
Robert Adams caad1edabf Add utility function to clamp a vector to a maximum magnitude. 2013-01-17 14:44:54 -08:00
Melanie 9c99ed26eb Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-01-16 16:52:57 +00:00
Melanie 5563a8916e Complete removal of the now unused state queue 2013-01-16 16:45:18 +00:00
Diva Canto 37fcf87946 Changed a couple of debug messages at the request of osgrid. 2013-01-16 08:20:32 -08:00
Robert Adams 8ee9daa121 BulletSim: add the editting children in linkset going phantom bug to TODO list. 2013-01-15 21:08:47 -08:00
Robert Adams 5d098d8f17 BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can  tell the difference.
2013-01-15 21:08:46 -08:00
Robert Adams 61ff79587b BulletSim: add debugging messages to know when assets for physical
objects have been fetched.
Update TODO list with more work.
2013-01-15 21:08:46 -08:00
Robert Adams daef2b8d87 BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)
to the documented maximum from the outragious number previously.
2013-01-15 21:08:46 -08:00
Justin Clark-Casey (justincc) 0963ece25b Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
2013-01-16 02:07:43 +00:00
Justin Clark-Casey (justincc) b8949024bc Revert "Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie.  This will be back with passing the wait handles directly to the api.

This reverts commit 1b5c41c14a.
2013-01-16 01:45:09 +00:00
Justin Clark-Casey (justincc) 03a8a4426f Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-01-16 00:20:18 +00:00
Justin Clark-Casey (justincc) 1b5c41c14a Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
2013-01-16 00:12:40 +00:00
Justin Clark-Casey (justincc) fccb03227e Instead of passing separate engine, part and item components to script APIs, pass down IScriptInstance instead.
This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests.
This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method
in order to facilititate continued script logic regression testing.
2013-01-15 21:13:22 +00:00
BlueWall f54b398540 Merge branch 'master' of /home/opensim/var/repo/opensim 2013-01-15 10:08:27 -05:00
BlueWall ca3e0d67d2 Add Json-Rpc 2.0 To Registered Handlers
Added registration json-rpc handlers in the http server. Covers version 2.0
  See: http://www.jsonrpc.org/specification
2013-01-15 10:04:16 -05:00
Robert Adams 021964c6e0 BulletSim: tweeks to improve hover. 2013-01-15 04:24:24 -08:00
Robert Adams 181d4c6fcb BulletSim: temporarily disable banking and direction deflection
because the computations are wrong.
Add VehicleTorqueImpulse routines.
2013-01-15 02:58:14 -08:00
Robert Adams 0374b2a0b4 BulletSim: fix logic for enabling unmanaged code debug messages.
Free pinned memory when physics engine is unloaded.
2013-01-15 02:21:38 -08:00
Robert Adams edf198b766 Merge branch 'master' of git://opensimulator.org/git/opensim 2013-01-15 01:46:30 -08:00
Robert Adams 13778c895a BulletSim: by default, turn on continuious collision detection (CCD)
and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
2013-01-15 01:44:34 -08:00
dahlia 055b8a2d58 move resit fix to ScenePresence.cs and allow for requesting sit on objects other than the object currently sat on 2013-01-14 22:24:24 -08:00
dahlia b5d55c129a test commit for new git install 2013-01-14 19:54:17 -08:00
Justin Clark-Casey (justincc) 1c240cd555 Print full stacktrace from plugin loading failure to help determine what went wrong, rather than a possibly unhelpful simple exception message. 2013-01-15 01:07:20 +00:00
Justin Clark-Casey (justincc) c846cefda9 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-01-15 00:24:51 +00:00
Robert Adams 4e1ca890c2 BulletSim: fix not moving physical objects below terrain to over terrain.
Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
2013-01-14 15:46:46 -08:00
Justin Clark-Casey (justincc) 7978b349bd refactor: Simplify ScriptInstance by retaining reference to SceneObjectPart instead of sometimes but not always looking it up. 2013-01-14 23:19:47 +00:00
Robert Adams 8bf0a9f85d BulletSim: disable center-of-mass computation for linksets until debugged. Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground. 2013-01-14 07:50:58 -08:00
Robert Adams 459fcd81c9 BulletSim: move center of gravity of linkset to its geometric center.
Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
  individual prim in a linkset can be implemented.
2013-01-11 16:47:53 -08:00
Robert Adams eacc2561d1 BulletSim: add osGetPhysicsEngineType() LSL function and update
the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
2013-01-11 16:47:35 -08:00
Robert Adams 93adc4cb66 BulletSim: Add IsSelected attribute to physical objects. Have vehicles check to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion. 2013-01-11 16:47:20 -08:00
Robert Adams daacd4deed Fix exception reporting in SceneObjectPart so it logs what the exception is rather than just saying it happened. 2013-01-11 16:47:07 -08:00
Robert Adams 7e58bbaac6 BulletSim: Redo linear function coding so they can better interact. New algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging. 2013-01-11 16:46:53 -08:00
Robert Adams 98168edc29 BulletSim: remove double application of buoyancy. Centralize computation of buoyancy. Add motor angular debugging controls. 2013-01-11 16:46:38 -08:00
Robert Adams b592ec265b BulletSim: fix the 'No recognised physics mesh found ...' error spew by remembering that the last asset fetch failed until the simulator resets the shape parameters. 2013-01-11 16:44:34 -08:00
dahlia 72cc94cfbc add some sanity checking to HandleAgentRequestSit handler 2013-01-10 20:21:18 -08:00
Justin Clark-Casey (justincc) 660d36a5b0 Implement a workaround solution for saving manual script state changes by the user before logout instead of wrongly removing the script early.
This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen.
This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
2013-01-11 02:28:43 +00:00
Justin Clark-Casey (justincc) 05ac6d3209 Save attachments on detach/exit if a contained script state has been changed.
This involves making Attachments module listen for start/stop script changes.
It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it
This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim.
Not just in a state where their scripts have been stopped.
2013-01-11 01:46:36 +00:00
Justin Clark-Casey (justincc) 26347307ec Fix a regression in the last few scene commands changes where setting these via the viewer estate dialog stopped working.
Forgot to register the new interface.
Also removes some code which got included by adpating an existing module.
2013-01-11 00:08:52 +00:00
Justin Clark-Casey (justincc) f3a2bbbd93 Add "debug scene get" console command to list current scene options 2013-01-10 23:56:11 +00:00