Robert Adams
a5e9c665f0
BulletSim: center-of-gravity linkset changes. Not working yet.
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-23 14:25:18 -08:00
Robert Adams
c1371ab786
BulletSim: working on COM
2013-01-23 14:25:06 -08:00
Robert Adams
775fd6f8cc
BulletSim: fix build break introduced by previous commit
2013-01-23 14:24:54 -08:00
Robert Adams
a0d460e6bf
BulletSim: remove the unused RestoreBodyDependencies used by linksets
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and vehicles and clean up code by removing their kludgyness.
2013-01-23 14:24:42 -08:00
Melanie
8c6984eac1
Implement get version RemoteAdmin call
2013-01-23 23:12:48 +01:00
Melanie
0a5d806a36
Merge branch 'master' into careminster
2013-01-23 21:04:04 +00:00
Melanie
c1795ed399
Add the Avination physics raycast glue so Core Physics can implement raycast
2013-01-23 21:03:24 +00:00
Melanie
dd6ddcc7a5
Prevent double ground collisions and prefer the physics result if there is one.
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ODE is known to not see the ground sometimes on raycast so the double test is
needed.
2013-01-23 20:58:47 +01:00
Melanie
f72e284445
Merge branch 'master' into careminster
2013-01-23 19:46:36 +00:00
Melanie
6a2b673fca
Remove the return value from llGiveMoney and add llTransferLindenDollars. Also
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make llGiveMoney async so the script thread is not held up waiting for comms
to an external server.
2013-01-23 19:45:36 +00:00
Melanie
fc1c77b42d
Merge branch 'avination' into careminster
2013-01-23 19:31:27 +00:00
Melanie
87022b1fb4
Merge branch 'master' into careminster
2013-01-23 19:31:22 +00:00
Melanie
c75508ec8d
Fix a type (Suports => Supports). Also put the normal terrain collision check
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-23 20:29:05 +01:00
Melanie
47f18caa22
Remove the return value from llGiveMoney (it was a LSL extension of OpenSim) and
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make the function async so the script thread is not held up waiting for comms
to an external server.
2013-01-23 18:58:29 +01:00
Melanie
997d53e532
EXPERIMENTAL - Comment out the check for the agent already being in transit
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to prevent avatars being locked into their sim on a failed teleport.
May have side effects and must be revisited to fix right.
2013-01-23 18:17:49 +01:00
Melanie
f667428283
Guard against XMLRPC module ref being null, which will happen if it's disabled
2013-01-23 16:11:37 +01:00
BlueWall
2841ed05cf
Merge branch 'master' of /home/opensim/var/repo/opensim
2013-01-23 08:16:18 -05:00
BlueWall
1776986dc3
Add additional return status
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Adding additional return status for JsonRpcMethod. Now returns true/false
2013-01-23 08:14:21 -05:00
Melanie
74e04c0f03
Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
2013-01-23 02:39:30 +00:00
Melanie
cc4cfd9fa8
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
2013-01-23 02:38:59 +00:00
Justin Clark-Casey (justincc)
cf168194e5
If ScriptStopStrategy hasn't been set to co-op in [XEngine] config, then continue to generate C# that is functionality identical to historical generation
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This is to eliminate disruption until co-op termination has been well-tested.
In non co-op mode, XEngine will continue to load DLLs of the existing Script class and the new XEngineScript class.
Moving to co-op mode still requires existing script DLL deletion to force recompilation, either manually or by setting DeleteScriptsOnStartup = true for one run.
This change also means that scripts which fail to initialize do not still show up as running scripts.
2013-01-23 02:36:43 +00:00
teravus
9d1989e64f
* Handle a NRE with Baked Textures that may result in a failed appearance. This may be an issue, or it may be a symptom.
2013-01-22 18:49:50 -05:00
Robert Adams
80b1e32bfa
BulletSim: Tweeks to vehicle motion.
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21 23:43:24 -08:00
teravus
be60c0b010
* A better way to handle the last fix (This is in case the viewer provides a list of preferred formats, though, technically, the sim would pick the first provided format the old way). This just makes it more obvious what's happening.
2013-01-21 22:08:51 -05:00
teravus
6007eae00f
Merge remote-tracking branch 'remotes/origin/avination' into teravuswork
2013-01-21 21:34:49 -05:00
teravus
89676b8a48
* The fallthrough of FetchTexture was no longer resulting in a 404 response on missing textures. It was just waiting and no event was being provided. This re-enables the 404 response.
2013-01-21 21:32:48 -05:00
Justin Clark-Casey (justincc)
9a4914e58c
Add co-op termination regression test for infinite recursive manual call on event function.
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Such code would normally terminate quickly with a stack overflow exception anyway.
2013-01-22 02:32:40 +00:00
Justin Clark-Casey (justincc)
0727784186
Set script delay factor to 0 in co-op termination tests
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This is to ensure loops aren't actually terminating from a wait on an LSL function.
This was not the case with any of the existing tests.
2013-01-22 02:26:04 +00:00
Justin Clark-Casey (justincc)
679dc811dd
Add regression test for co-op termination on infinite user function call regression.
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Such a script would probably run out of stack pretty quickly anyway.
2013-01-22 02:22:58 +00:00
Justin Clark-Casey (justincc)
b93e8020e2
Add regression test for co-op stop of an infinite jump loop
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Also fixes bug in do-while test
Improves detection of failure due to invalid script in test
Sets up xengine anew for each test rather than once for the while testsuite to improve isolation between tests.
Stop listening for chat after the first 'script is running' chat is received to reduce test run time.
2013-01-22 02:16:10 +00:00
Justin Clark-Casey (justincc)
cf0b5e4f27
Add do-while co-op termination test
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Minor changes to scripts in other tests.
2013-01-22 01:53:10 +00:00
Justin Clark-Casey (justincc)
fbdfe43d75
Add single and comound while loop co-op termination test
2013-01-22 01:40:18 +00:00
Justin Clark-Casey (justincc)
c6ba27d096
Fix bug in generating termination checks in compound statement for loop.
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Add regression test for this case.
2013-01-22 01:23:10 +00:00
Justin Clark-Casey (justincc)
a558f9797d
factor out common code in existing co-op termination regression tests
2013-01-22 01:13:45 +00:00
Justin Clark-Casey (justincc)
419f8e0f76
Increase WaitForEventCompletionOnScriptStop to 120 secs to show that the co-op setting is active in its regression tests.
2013-01-22 01:08:24 +00:00
Justin Clark-Casey (justincc)
1730de14a4
minor: comment out Console.WriteLine debugging message in XEngine
2013-01-22 01:00:53 +00:00
Justin Clark-Casey (justincc)
cd446c32d6
Add regression test TestStopOnLongForLoop()
2013-01-22 00:59:46 +00:00
Justin Clark-Casey (justincc)
49d674c74d
refactor: rename XEngineTest to more descriptive XEngineBasicTests
2013-01-22 00:35:56 +00:00
Robert Adams
471c477863
BulletSim: allow changing position and rotation of a child of a linkset
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
2013-01-21 15:58:22 -08:00
Robert Adams
95c53ecae7
Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenter
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
2013-01-21 15:55:54 -08:00
teravus
09a3e134e4
* Fix notecard loading - If the notecard name is formatted like a UUID but isn't an actual asset UUID, then try to load it like an asset id first, then try to load it as a task inventoryitem name. If the passed UUID is a string, try to load it like a task inventory item name.
2013-01-21 17:30:38 -05:00
Robert Adams
3f6698a595
BulletSim: remove unused MaxTaintsToProcessPerStep parameter
2013-01-21 09:19:09 -08:00
Melanie
da6f589885
Add accessors to allow serializing rot and position targets
2013-01-21 08:36:21 +01:00
Robert Adams
52b341e2e2
BulletSim: More aggressive as setting character velocity to zero
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when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
2013-01-20 23:09:54 -08:00
Robert Adams
3c4868f613
BulletSim: fix problem of avatar sliding very slowly occasionally after stopping walking. Consolidate movement tests into the one prestep motion action
2013-01-20 23:09:54 -08:00
Robert Adams
2cb1d5240e
BulletSim: small fix making sure terrain height is calculated
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properly if the vehicle moves during vehicle actions.
2013-01-20 23:09:54 -08:00
Robert Adams
3b0df52d10
BulletSim: modify motors to return correction rather than current value
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to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
2013-01-20 23:09:53 -08:00
Melanie
a291e6be93
Limit active at targets to 8
2013-01-21 01:47:54 +01:00
Melanie
80529a6bac
Prevent scene from holding references to SOGs with attargets beyond SOG deletion
2013-01-21 01:47:09 +01:00
Melanie
0e17887e03
Allow TeleportCancel packets to reset the transfer state machine
2013-01-21 01:46:40 +01:00