Commit Graph

779 Commits (cca01f5cdac9ee70f0795a5ea17a0cdc82b1d7bb)

Author SHA1 Message Date
UbitUmarov cca01f5cda change CreatorIdentification set code 2016-09-19 16:03:33 +01:00
UbitUmarov ddc2f2ccd3 mantis: 8008 unscripted child prim collisions didn't trigger scripted root prim collision events; collision sounds had incorrect aggregateevents call and default sounds where muted. Future optimization needed and Testing 2016-08-28 08:45:09 +01:00
UbitUmarov 03dba18bb6 let mouse steer work on crossings; some cleanup 2016-08-28 04:43:44 +01:00
UbitUmarov 804d4971e2 my broken version of vehicle mouse steer on ubOde (no bank,needs better damp) 2016-08-28 03:51:20 +01:00
UbitUmarov 78fa544f0d experimental function. Results still too volatile to be usefull 2016-08-27 19:25:47 +01:00
UbitUmarov b98b535a6b locking issue 2016-08-22 06:50:20 +01:00
UbitUmarov bca5fd98dc remove some dead code 2016-08-17 21:20:20 +01:00
UbitUmarov e9638ee9e9 increase physics collisions report rate back to 20/s 2016-08-17 20:26:01 +01:00
UbitUmarov 1c1d40cf6a libOMV PrimFlags.JointLP2P does not exist. Its bit now means
VolumeDetector. VolumeDetectActive is now stored on that flag bit. with
 this change it is now sent to viewers that now gray out phantom on object
 edit. At same time fixes the fact volumedetector was not been saved on
 region db and so  was lost on restarts. libOMV needs to be fix on this and other PrimFlags
2016-08-16 05:05:53 +01:00
UbitUmarov 5dfb706bea fix llVolumeDetect(FALSE) not working 2016-08-16 01:50:06 +01:00
UbitUmarov c04792142f partially revert commit 42a9afdc43cc.. of 06-12 not allowing more updates to be enqueued on deleted objects. Keep the catch up on deenqueue, so preserving the race condition safe guard. Let Scene sendkillObject work even if object is flaged as deleted. Still not clear how this are related to mantis 7858 or even less to 7990. 2016-08-12 03:58:04 +01:00
UbitUmarov 6f5f6431a4 add a SimpleAngularDistance Updates prioritazition scheme. Results don't look that great so don't use it still. 2016-08-09 21:46:19 +01:00
UbitUmarov 6c00016447 add a simple prim area estimator 2016-08-09 13:18:51 +01:00
UbitUmarov 9102f6e5da fill data for llDetected funtions of collisions closer to the event. (xengine wasn't update with this on merge bc was not used there). fix some parameters 2016-08-05 22:50:15 +01:00
UbitUmarov 9aacdca653 but buoyancy was missing 2016-07-27 21:32:47 +01:00
UbitUmarov 07853c86ed clear SitTargetAvatar on a sop copy 2016-07-27 11:45:32 +01:00
UbitUmarov f768effa87 move object inventory send to udp queue asset ( was task). Remove a call
to RefreshGroupMembership() on start. It was too soon and its Groups
module job
2016-07-07 12:23:53 +01:00
UbitUmarov 4119e60c0c avoid InvalidBoundsRadius() calls caused by small changes 2016-07-07 00:16:25 +01:00
UbitUmarov 0eabfb1e3e add some needed InvalidBoundsRadius() calls 2016-07-06 16:45:27 +01:00
Mandarinka Tasty 634d85a30d Detection of Cylinder and Prism for flexi prims
Signed-off-by: Mandarinka Tasty <mandarinka.tasty@gmail.com>
Signed-off-by: Diva Canto <diva@metaverseink.com>
2016-06-12 13:58:20 -07:00
Diva Canto 42a9afdc43 Mantis #7858: DeleteSceneObject done slightly differently. ProcessEntities now checks whether the objects have been deleted and, if so, sends an extra kill object packet, in order to compensate for potential race conditions encountered by the first one.
Note: I still cannot reproduce this problem, but I was able to emulate it by adding an artificial delay on ProcessEntities, which did, indeed, result in objects not being deleted. This fix fixed my emulated scenario.
2016-06-12 12:23:52 -07:00
Melanie Thielker 59ed89769a Apply user specified default perms across the board, to items uploaded as well as items created and to rezzed prims in world.
This effectively removes the concept of "default permissions" from OpenSim
because all known modern viewers set the permissions flags on login.
Ancient abandoned viewers will now default to the SL defaults.
2016-04-29 22:36:56 +02:00
UbitUmarov 56e28c6c27 fix silly bug: Dynamics are to apply to root prim not child 2015-12-17 19:02:46 +00:00
UbitUmarov e37c4e878c more changes on lookAt and RotLookAt; do something in attachments 2015-12-01 12:11:48 +00:00
UbitUmarov a9e58d6175 some changes due to lookAt and RotLookAt 2015-12-01 10:15:38 +00:00
UbitUmarov 72684592ba Merge branch 'master' into avinationmerge
Conflicts:
	OpenSim/Framework/AvatarAppearance.cs
	OpenSim/Framework/Servers/ServerBase.cs
	OpenSim/Framework/VersionInfo.cs
	OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
	OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
	OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
	OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
	OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
	OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
	OpenSim/Services/HypergridService/GatekeeperService.cs
	OpenSim/Services/Interfaces/IAvatarService.cs
	OpenSim/Services/LLLoginService/LLLoginService.cs
2015-11-01 03:01:59 +00:00
UbitUmarov dd9b06e3b6 fix mantis 7733, reverting setting of IsAttachment on first call to full check. Replace instead same simple IsAttachment tests by full checks 2015-10-29 22:14:11 +00:00
UbitUmarov 28d4afbe3a replace objects scale clamp by a more readable clamp. Simplify GroupResize and let rescale factors < 1 also be checked for size limits, Set new scales directly not checking them again. 2015-10-23 01:39:53 +01:00
UbitUmarov 0045398324 move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte 2015-10-20 19:00:26 +01:00
UbitUmarov 3c69071145 also apply axis locks, when creating a prim physics actor 2015-10-20 18:21:13 +01:00
UbitUmarov 52860a7d15 stop using a Vector3 to store 3bits 2015-10-20 16:55:18 +01:00
UbitUmarov dfd60d6f71 STATUS_ROTATE are linkset flags and not prim 2015-10-20 15:37:43 +01:00
UbitUmarov 032958709b last merging of sog m_linkedAvatars into m_sittingAvatars - untested. 2015-09-21 21:49:51 +01:00
UbitUmarov 25677e4a1b try to remove Scenepresence dependence on sog m_linkedAvatars, sitting may still work 2015-09-21 21:31:01 +01:00
Kevin Cozens b412db72be Fix a regression to GetSittingAvatars(). Return List<ScenePresence> once more. 2015-09-21 11:00:34 -04:00
Robert Adams e5367d822b Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.

Merge branch 'osmaster' into mbworknew1
2015-09-08 04:54:16 -07:00
UbitUmarov a11edceb00 seems to compile ( tests comented out) 2015-09-02 19:54:53 +01:00
UbitUmarov 371c9dd2af bad merge? 2015-09-01 14:54:35 +01:00
Diva Canto ce2c67876e More namespace and dll name changes. Still no functional changes. 2015-08-30 21:05:36 -07:00
Diva Canto 2c0cad6dd3 Renamed the namespaces too 2015-08-30 20:29:31 -07:00
Oren Hurvitz 5a59a6d445 Removed unused variable 2015-08-03 15:31:48 +03:00
Robert Adams fdb7a804fc Add an option to processes physics collisions using FireAndForget.
Off by default but set with [Startup]ShouldUseFireAndForgetForCollsions=true

There is a problem with physics colliions sometimes stopping. One suspicion
is that the long callback path from the physics engine into the script engine
is causing problems. Enabling this feature passes the collision into the
script engine on a separate thread and not the main simulation thread.
Tester can enable this and see if the collsions stay around. If they still
fail, this commit should be reverted and another solution looked for.
2015-08-02 22:31:53 -07:00
dahlia 58972f65ac SceneObjectPart.UpdateLookAt() now uses corrected libomv quaternion functions. 2015-06-10 01:26:38 -07:00
Robert Adams 9f18e3ba80 Varregion: first cut at removing Border class checks for region crossings.
Added Scene.PositionIsInCurrentRegion(pos) to sense when new position needs some crossing work.
Many changes made to EntityTransferModule to accomodate new crossing sense logic.
2015-03-22 21:53:02 -07:00
dahlia 8b2af1071f Add NaN and Infinity tests for SOP Velocity and Acceleration setters. 2015-02-16 23:51:37 -08:00
dahlia 78814a1533 Use a boolean flag to signal lookat is running instead of Quaternion.Identity so it can be a valid target orientation 2015-02-16 19:42:36 -08:00
dahlia 2700b096bc Filter NaN and Infinity values at SOP AngularVelocity setter 2015-02-16 19:06:01 -08:00
dahlia 12119a9d7d llLookAt() strength parameter should slow rotation as it is increased. Thanks Vegaslan for pointing this out. 2015-02-07 17:39:46 -08:00
dahlia 2ed1afd32b llLookAt(): reduce and clamp strengh to reduce probability of overshoot 2015-02-07 14:17:37 -08:00
dahlia 506e62f815 llLookAt() and llRotLookAt(): all orientation updates now done via angular velocity manipulation. Also correct some orientation glitches during interpolation. 2015-02-06 22:36:26 -08:00