Commit Graph

1667 Commits (bcd7f300894ccfe330fb74b33e05418b976b6725)

Author SHA1 Message Date
Dan Lake 1091001cf6 Merge branch 'master' into dev
Conflicts:
	OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
2011-07-25 16:08:00 -07:00
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
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
Oren Hurvitz 02e54c57c4 Generate the initial maptile asynchronously
Signed-off-by: Melanie <melanie@t-data.com>
2011-07-22 09:52:21 +01:00
Huaiyu (Kitty) Liu a08bf6a12c Updated SOP.GetTerseUpdateProperties(), remove Scale and add PA_Acceleration 2011-07-20 16:12:20 -07:00
Dan Lake 30a9cee425 Merge branch 'master' into dev
Conflicts:
	OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Framework/Scenes/UndoState.cs
2011-07-20 14:35:06 -07:00
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) 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) 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
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) 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) 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
Dan Lake eb95762769 Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev 2011-07-15 15:34:00 -07:00
Dan Lake 7447765f4d Merge branch 'master' into dev
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
	OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
2011-07-15 15:32:42 -07:00
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) 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) 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