Commit Graph

12755 Commits (bb5b396fc5ac15d7451df407e75c2ca99c0b9dd1)

Author SHA1 Message Date
Justin Clark-Casey (justincc) 21d8a6b0e8 extend move test to check one beat of the simulator without actually asking the npc to move. 2011-08-03 23:06:18 +01:00
Justin Clark-Casey (justincc) d78fe44191 Add passing but incomplete NPC move regression test 2011-08-03 22:51:46 +01:00
Justin Clark-Casey (justincc) e0503d397c stop avatar service being set up in NPC TestCreate() - it's no longer used 2011-08-03 22:45:43 +01:00
Justin Clark-Casey (justincc) a333c60f28 refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere 2011-08-03 22:34:05 +01:00
Justin Clark-Casey (justincc) 2964467708 get rid of vestigal move to parameters 2011-08-03 22:11:05 +01:00
Justin Clark-Casey (justincc) b7a3f36c65 enable the NPC module for its regression test 2011-08-03 04:48:47 +01:00
Justin Clark-Casey (justincc) 797def8aa4 Put config to enable disable [NPC] module.
Default is disabled.  You will need to explicitly enable to toy with this.
2011-08-03 04:33:45 +01:00
Justin Clark-Casey (justincc) 6e4ec29722 Do a partial fix/implementation of OSSL osNpcMoveTo()
Avatar moves and stops.  However, will stop in mid stride.
And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so).
Clearly more work is needed.
2011-08-03 04:19:19 +01:00
Justin Clark-Casey (justincc) 68a5fe0431 Improve z axis move to/autopilot so the avatar does alternative crouch/huzzah when walking along the ground
Moving a flying avatar to a ground point doesn't yet land the avatar.  This may or may not be the best thing
2011-08-03 02:59:49 +01:00
Justin Clark-Casey (justincc) 30e816bfa2 Implement move to/autopilot for z axis movement as well.
This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
2011-08-03 02:04:38 +01:00
Justin Clark-Casey (justincc) 0c23764ce2 get autopilot/go here to work immediately.
This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
2011-08-03 01:12:32 +01:00
Justin Clark-Casey (justincc) 1c126e6e22 refactor: Move update_movement_flag and the final check inside the m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there 2011-08-03 00:55:52 +01:00
Justin Clark-Casey (justincc) f9689f5cc9 refactor: move out code from HandleAgentUpdate() which processes updates to move to a set position
Also comment out the really spammy log message I accidentally left in on the last commit.
2011-08-03 00:46:46 +01:00
Robert Adams 74b23210a7 Fix Flotsam cache so it will use the disk cache if the memory cache is enabled 2011-08-02 23:44:40 +01:00
Justin Clark-Casey (justincc) c122489e09 Partially fix autopilot/go here
This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
2011-08-02 23:41:12 +01:00
Justin Clark-Casey (justincc) b7f81d3492 If GetRegionByName can't match something in the local db, then search the hypergrid if that functionality has been enabled.
This should fix the problem today where old style HG addresses (e.g. "hg.osgrid.org:80:Vue-6400") stopped working since 8c3eb324c4
2011-08-02 01:06:32 +01:00
Justin Clark-Casey (justincc) d2220da205 remove ancient late 2008 cruft that handles the situation where the GetRegionsByName used to not be implemented/returned null.
It's impossible that anybody is still running this since the infrastructure has changed massively since that time.
2011-08-02 00:58:08 +01:00
Justin Clark-Casey (justincc) 17e9d61f43 Change GridService.GetRegionByName() to only return info if there is an exact region name match, unlike GetRegionsByName()
This should fix the first part of http://opensimulator.org/mantis/view.php?id=5606, and maybe 5605.
Thanks to Melanie for helping with this.
2011-08-02 00:52:48 +01:00
Justin Clark-Casey (justincc) e6fb9d74ef Revert "In GridService, have GetRegionByName() call GetRegionsByName() with a max return of 1 instead of duplicating code."
This reverts commit 8d33a2eaa1.

Better fix will be along in a minute
2011-08-02 00:40:23 +01:00
Justin Clark-Casey (justincc) 8d33a2eaa1 In GridService, have GetRegionByName() call GetRegionsByName() with a max return of 1 instead of duplicating code.
This also fixes the problem where this method would not return a hypergrid region, unlike GetRegionsByName()
2011-08-02 00:26:17 +01:00
Justin Clark-Casey (justincc) b6ac1c46cd Get rid of AvatarAppearance.Owner to simplify the code.
This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
2011-08-02 00:13:04 +01:00
Justin Clark-Casey (justincc) 59f548cda8 Get osNpcCreate appearance working with avatars that are currently in the scene.
Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
2011-08-01 23:41:29 +01:00
Justin Clark-Casey (justincc) 05e94ff27e Move common gemo/agent map name code into CreateGeom()
Fix build break.
2011-08-01 07:04:13 +01:00
Justin Clark-Casey (justincc) f9d6a91252 Instead of preserving old name in geom_name_map in change size or shape, use the Name property instead.
This is equivalent since the prim 'name' is never changed.  In fact, this propery is never used for prims
2011-08-01 06:52:52 +01:00
Justin Clark-Casey (justincc) 40a78db182 comment out unused code in OdeScene.TriCallback() 2011-08-01 06:47:45 +01:00
Justin Clark-Casey (justincc) ccb4b76242 On geom removal, remove the name from the OdeScene.geom_name_map too 2011-08-01 06:40:29 +01:00
Justin Clark-Casey (justincc) f79df6f43f remove the unused ODEPrim.prev_geom field 2011-08-01 06:35:59 +01:00
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
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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
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)
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.
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).
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.
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)."
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).
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
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
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
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
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
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()
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.
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.
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
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
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.
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
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.
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.
Tidy up GridCommon.ini.example
2011-07-12 23:35:06 +01:00
Justin Clark-Casey (justincc) 3e456163dd Port implementation of llCastRay() from Aurora.
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.
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)
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.
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.
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.
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()
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