Justin Clark-Casey (justincc)
42f1b88eb2
If a prim inventory becomes empty through deletion, send an empty xfer file name rather than one that references a metadata file containing only the folder object.
...
If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory.
Sending an empty file name was already being done if the prim's inventory had never been touched.
Now we always do that if there are no items in that inventory.
Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644
2011-09-15 18:13:36 +01:00
Justin Clark-Casey (justincc)
bd991fc95f
Don't try and delete attachments for child agent close
2011-09-13 22:54:50 +01:00
Justin Clark-Casey (justincc)
1084d8f6a2
Remove code from DetachSingleAttachmentToInv() that sets group changed on all parts, now that we're performing this check in UpdateKnownItem() for other purposes
2011-09-13 22:39:06 +01:00
Justin Clark-Casey (justincc)
61affee814
remove redunant itemID and agentID arguments from UpdateKnownItem().
...
itemID is always taken taken from the group's stored item id, and agentID is never used.
2011-09-13 22:33:15 +01:00
Justin Clark-Casey (justincc)
2d62484f11
Remove UpdateKnownItem() from IAttachmentsModule.
...
It's not appropriate for code outside the attachments module to call this.
2011-09-13 22:27:33 +01:00
Justin Clark-Casey (justincc)
62b3e74bc5
minor: remove redundant grp != null check from AM.UpdateKnownItem()
2011-09-13 22:24:33 +01:00
Justin Clark-Casey (justincc)
8880aea728
Stop attempts to rewear already worn items from removing and reattaching.
...
Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
2011-09-13 22:13:58 +01:00
Justin Clark-Casey (justincc)
618277e797
Comment out attachments code in Scene.IncomingCreateObject(UUID userID, UUID itemID) for now
...
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
2011-09-13 20:25:32 +01:00
Justin Clark-Casey (justincc)
df73833a2c
stop the duplicate remove of the root part ids from the full part and local part indexes in SG.DeleteSceneObject()
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this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
2011-09-13 18:11:13 +01:00
Justin Clark-Casey (justincc)
f09a90d8a7
extend TestGetSceneObjectByPartLocalId() to test state after scene object deletion
2011-09-13 18:08:05 +01:00
Justin Clark-Casey (justincc)
07ba28f1de
In SG.AddSceneObject(), stop unnecessarily adding the root part to object indexes sepearately from the other parts.
...
The SOG.Parts property contains the root part as well as the non-root parts
2011-09-13 17:56:02 +01:00
Justin Clark-Casey (justincc)
c14f0a22d4
Add new TestGetSceneObjectByPartLocalId() for retrieving a scene object via the local id of one of its parts
2011-09-13 17:52:10 +01:00
Justin Clark-Casey (justincc)
88bd71b978
improve TestAddSceneObject() to test a multi-part object rather than a single-part
2011-09-13 17:40:39 +01:00
Justin Clark-Casey (justincc)
306af9934a
In an object return message, send a null-terminated empty string in binary bucket to prevent a viewer 3 crash.
...
This is the message sent to the client when the object is returned.
We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2).
So sending "\0" instead.
This is to address http://opensimulator.org/mantis/view.php?id=5683
2011-09-13 17:13:42 +01:00
Justin Clark-Casey (justincc)
dea0935361
eliminate redundant SP.m_regionInfo since it always has the scene.
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We were already referencing through the scene in some places.
2011-09-12 23:00:15 +01:00
Justin Clark-Casey (justincc)
62b2450529
remove the unused SP.initializeScenePresence()
2011-09-12 22:54:54 +01:00
Justin Clark-Casey (justincc)
56cd7d9685
stop the redundant passing in of RegionInfo to SceneGraph, since the Scene is always passed in at the same time.
2011-09-12 22:51:56 +01:00
Justin Clark-Casey (justincc)
00f8946bd4
minor: if the script engine fails to find a prim for a script, also print out that prim's local id in the error message.
2011-09-12 22:44:14 +01:00
Justin Clark-Casey (justincc)
294120c9d3
comment out some recent terrain texture logging
2011-09-12 22:26:04 +01:00
Justin Clark-Casey (justincc)
ea0f78c971
Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object
...
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
2011-09-12 21:57:22 +01:00
Justin Clark-Casey (justincc)
dab6387bba
lock AvatarAppearance.m_attachments when we use it
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This is partly to address http://opensimulator.org/mantis/view.php?id=5644 , though something more thorough is needed.
2011-09-12 21:05:26 +01:00
Oren Hurvitz
7f318277f1
When creating an OAR, optionally exclude objects according to their permissions
2011-09-12 20:09:24 +01:00
Justin Clark-Casey (justincc)
517932722b
minor: put <remarks> tags around some method doc
2011-09-12 20:06:09 +01:00
Justin Clark-Casey (justincc)
728fd0b1b8
lock attachments when enumerating through them in ScenePresence.CopyTo().
...
May have some effect on http://opensimulator.org/mantis/view.php?id=5644
2011-09-10 01:09:17 +01:00
Justin Clark-Casey (justincc)
9c32b131fd
Add extra log information when attachments fail validation
2011-09-10 00:57:52 +01:00
Justin Clark-Casey (justincc)
7531851bec
reinstate the validation logging on teleport. A 'fail' of validation still doesn't prevent the actual teleport.
2011-09-10 00:45:50 +01:00
Justin Clark-Casey (justincc)
de28c9cd24
Stop the UserManagementModule logging every user it adds for now
2011-09-10 00:23:52 +01:00
Oren Hurvitz
1dd904b78e
Delay loading scripts until the scene has finished loading
2011-09-09 23:01:05 +01:00
Kevin Houlihan
7cafc2e46e
Added a check to the CreateRegion method of the RemoteAdmin module that the specified user exists.
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A meaningful exception message is returned if the user is not found. Previously it was returning "Object not set..."
2011-09-09 22:59:00 +01:00
Micheil Merlin
28961dd1cf
llSetPrimitiveParams Prim type params precision errors
2011-09-09 22:53:45 +01:00
Justin Clark-Casey (justincc)
bea2e0f32b
Comment out the part of the load oar code that zeroes out prim sit target orientations and positions.
...
The warning about these causing problems is very old and may no longer apply.
Hopes to fix http://opensimulator.org/mantis/view.php?id=5680
2011-09-09 22:50:54 +01:00
Justin Clark-Casey (justincc)
655935db49
Use a copy of the inventory items list to register users in the thread started by GetFolderContent(), to protect ourselves against callers modifying lists
...
Hopefully this addresses http://opensimulator.org/mantis/view.php?id=5681
2011-09-09 19:55:30 +01:00
Justin Clark-Casey (justincc)
42790f021f
Fix unit tests from RegionSettings commit
2011-09-09 00:47:23 +01:00
Justin Clark-Casey (justincc)
086bf9f15d
Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero.
...
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
2011-09-09 00:38:04 +01:00
Justin Clark-Casey (justincc)
f5eace6781
Fix test failure. Oversight in setting up the tests themselves.
2011-09-08 21:54:40 +01:00
Justin Clark-Casey (justincc)
9615292133
Centralize module setup for NPC tests.
...
This is overkill for some tests since they dont' need all the modules, but I think the gain in code readability is worth it
2011-09-08 21:06:10 +01:00
Justin Clark-Casey (justincc)
96a3b68086
Remember to set and unset the fire and forget method at the top of the attachment and npc tests
2011-09-08 20:59:52 +01:00
Justin Clark-Casey (justincc)
bd5d2cb043
Use scene presence agent id for rezzed object ownership rather than item owner.
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These should be identical. However, the item isn't available when rezzing npc attachments.
2011-09-08 20:51:52 +01:00
Justin Clark-Casey (justincc)
3e7960d161
Increase information in logging for UserAgentServiceConnector.
...
Done for http://opensimulator.org/mantis/view.php?id=5669
2011-09-08 19:52:28 +01:00
Justin Clark-Casey (justincc)
08bd16285d
When invoking any of the OSSL teleport functions, do it on a separate thread rather than the script thread.
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This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport.
This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
2011-09-07 23:55:41 +01:00
Justin Clark-Casey (justincc)
7cadb89a0f
When a region is added to the HG Inventory Broker, also pass this through to the embedded local inventory connector to prevent an NRE when that connector tries to lookup the UserManager through the scene.
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This is to address http://opensimulator.org/mantis/view.php?id=5669
However, if this failure was happening I'm kind of surprised that local HG inventory was working at all.....
We probably weren't seeing these exceptions previously because we weren't logging them when the reached the top of a FireAndForget thread.
2011-09-07 23:16:19 +01:00
Justin Clark-Casey (justincc)
d7a516d885
Add temporary debugging in HGInventoryBroker and RemoveXInventoryServiceConnector
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This is for http://opensimulator.org/mantis/view.php?id=5669
If we can't retrieve an IUserManagement module we complain, and we also warn in the log when its manually set in XISC by HGInventoryBroker
2011-09-06 23:16:37 +01:00
Justin Clark-Casey (justincc)
e6cd4defdb
Lock m_pendingObjects when calling GetPendingObjectsCount().
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This is only called by a region console command.
We should also be locking m_partsUpdateQueue when dequeueing the next part, or locking m_pendingObjects in QueuePartForUpdate().
However, I won't do this now since I don't have time to analyze how this would affect liveness.
2011-09-06 22:48:05 +01:00
Justin Clark-Casey (justincc)
3d4d3427cd
Comment out SceneViewer.Reset() and stop calling from Close() since this is useless work as a closed scene object is never reset.
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Strictly speaking, we could also stop bothering to clear the m_updateTimes and m_partsUpdateQueue if we are sure that the whole SceneViewer is shortly to be garbage collected anyway, but we'll leave them around for now.
2011-09-06 22:44:34 +01:00
Justin Clark-Casey (justincc)
405a5b097b
Comment out unused ISceneViewer.Reset() to reduce code complexity
2011-09-06 22:39:01 +01:00
Justin Clark-Casey (justincc)
4bf3adffb8
In SceneViewer, introduce an IsEnabled flag and perform Close() under an m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669
2011-09-06 22:26:28 +01:00
Justin Clark-Casey (justincc)
1a8f5b97b9
refactor: Make logic in AM.AttachObject() clearer by not reusing existing variables in different contexts
2011-09-06 02:40:19 +01:00
Justin Clark-Casey (justincc)
5beee42809
rename AM.AddSceneObjectAsAttachment() to AddSceneObjectAsNewAttachmentInInv
2011-09-06 02:29:22 +01:00
Justin Clark-Casey (justincc)
b903d2ca96
In SetAttachment, if the existing attachment has no asset id then carry on rather than abort.
...
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
2011-09-06 01:59:21 +01:00
Justin Clark-Casey (justincc)
c6ec573d10
Get rid of the confusing version of IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
2011-09-06 00:36:38 +01:00
Justin Clark-Casey (justincc)
05a4bedc30
get rid of the unused AttachmentsModule.ShowAttachInUserInventory()
2011-09-06 00:32:52 +01:00
Justin Clark-Casey (justincc)
0cb0140a1d
Stop the pointless double setting of every attachment in AvatarAppearance.
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The second was already being filtered out so this has no user level effect
2011-09-06 00:29:37 +01:00
Justin Clark-Casey (justincc)
cf73afec35
Try disabling the inconsistent attachment state check to see if this actually has an impact.
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The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
2011-09-05 23:42:37 +01:00
Justin Clark-Casey (justincc)
5e579b71fd
Allow the HGInventoryBroker to set the UserManager when it instantiates a RemoteXInventoryServiceConnector for a visiting HG user.
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Not doing this causes NREs whenever that user tries to access inventory when Hypergrid is turned on since the Remote connector does not have a scene (which is only used to fetch the UserManager)
Aims to address http://opensimulator.org/mantis/view.php?id=5669
2011-09-05 22:55:48 +01:00
Justin Clark-Casey (justincc)
5c1fa968ab
Stop NPCs losing attachments when the source avatar takes them off.
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This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
2011-09-03 01:11:16 +01:00
Justin Clark-Casey (justincc)
e6eb0d9a6f
Comment out Scene.CleanDroppedAttachments() and calls.
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This method wasn't actually doing anything since dropped attachments retain a PCode of 9.
Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
2011-09-02 23:19:27 +01:00
Justin Clark-Casey (justincc)
dbcfb25a52
Remove redundant RootPart.CreatedSelected = true in IAM.RezObject() since this is done through parts iteration
2011-09-02 22:54:03 +01:00
Justin Clark-Casey (justincc)
26b471f25a
Go back to resetting the State parameter for all parts of a SOG when SOG.ClearPartAttachmentData() is called.
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Even though we don't use these on rez they are still present after an unlink, after which selecting them causes various viewers to crash
Hopefully really does address http://opensimulator.org/mantis/view.php?id=5664
2011-09-02 22:28:27 +01:00
Justin Clark-Casey (justincc)
af7c6c5f39
stop passing FromUserInventoryItemID right down into the deserializer.
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the code becomes simpler if this is set from the outside - only one place needs to do this.
2011-09-02 00:50:16 +01:00
Justin Clark-Casey (justincc)
9c0a03731d
Move more of IAM.RezObject() into DoPreRezWhenFromItem()
2011-09-02 00:41:21 +01:00
Justin Clark-Casey (justincc)
15ea82e925
move more of IAM.RezObject() into DoPreRezWhenFromItem()
2011-09-02 00:25:05 +01:00
Justin Clark-Casey (justincc)
01146bb3e3
factor out a section of IAM.RezObject() into DoPreRezWhenFromItem()
2011-09-02 00:04:22 +01:00
Justin Clark-Casey (justincc)
3e86064d6b
refactor: factor out DoPostRezWhenFromItem() from IAM.RezObject()
2011-09-01 23:49:38 +01:00
Justin Clark-Casey (justincc)
cc8897127b
remove the pointless m_Scene.GetNewRezLocation() call at the top of IAM.RezObject() since its always recalculated later on anyway
2011-09-01 23:37:03 +01:00
Justin Clark-Casey (justincc)
712d44635a
refactor: Move sanity checks to the top of IAM.RezObject() to make the code more readable
2011-09-01 23:14:50 +01:00
Justin Clark-Casey (justincc)
e30651b931
use group.RootPart in IAM.RezObject() rather than group.GetChildPart(group.UUID);
2011-09-01 23:09:14 +01:00
Justin Clark-Casey (justincc)
8b83c4a433
Remove pointless NRE check in IAM.RezObject() since this can never occur
2011-09-01 23:06:57 +01:00
Justin Clark-Casey (justincc)
1bf29d60e1
Remove code which was automatically deleting non-root prims from scene objects that had previous been attachments.
...
Looks like this code was accidentally uncommented in e1b5c612
from feb 2010.
Appears to resolve the rest of http://opensimulator.org/mantis/view.php?id=5664
2011-09-01 22:05:05 +01:00
Justin Clark-Casey (justincc)
616e672fce
If the user receiving an inventory folder has left the scene by the time the acceptence message arrives, then don't send them an inventory update.
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Doing so causes a NullReferenceException
2011-09-01 02:43:17 +01:00
Justin Clark-Casey (justincc)
c491cdcb95
refactor: use SOG register target waypoints and rots directly instead of calling through the SOP, which doesn't make conceptual sense anyway.
2011-09-01 02:18:31 +01:00
Justin Clark-Casey (justincc)
7eca929686
Eliminate pointless checks of SOG.RootPart != null
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
2011-09-01 02:11:00 +01:00
Justin Clark-Casey (justincc)
10d883dc88
refactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID()
2011-09-01 01:41:53 +01:00
Justin Clark-Casey (justincc)
63bf710237
Fix issue with llGetTorque() where it would only ever return a zero vector.
2011-09-01 01:37:35 +01:00
Justin Clark-Casey (justincc)
095b3e5756
Remove pointless cluttering SOP.ParentGroup != null checks.
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
2011-09-01 01:22:28 +01:00
Justin Clark-Casey (justincc)
083ba72b28
Fix a bug where the non-root parts of rezzed objects that had previously been attachments were sending their old attachment values to the client.
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The root part state is the canonical value, so always send that instead.
Sending conflicting attachments states for non-root parts of a rezzed object is enough to crash the client.
Fixes http://opensimulator.org/mantis/view.php?id=5664 .
Many thanks to mewtwo0641 for some fantastic qa work on this one.
2011-08-31 23:33:01 +01:00
Justin Clark-Casey (justincc)
ca9a054bba
Don't set a GridUser entry for NPCs.
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Resolves http://opensimulator.org/mantis/view.php?id=5665
2011-08-31 18:03:07 +01:00
Justin Clark-Casey (justincc)
7d58b5fa15
move common code into AttachmentsModule.DeleteAttachmentsFromScene()
2011-08-31 17:53:58 +01:00
Justin Clark-Casey (justincc)
3aa86d22d1
If a FireAndForget thread terminates with an exception, then catch and log rather than letting it terminate the simulator.
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Exceptions don't appear to do this with the SmartThreadPool but they do with UnsafeQueueUserWorkItem (and maybe others)
2011-08-31 17:38:32 +01:00
Justin Clark-Casey (justincc)
e69f246b86
refactor: move multiple class to set avatar height into associated SP.AddToPhysicalScene()
2011-08-31 17:25:18 +01:00
Justin Clark-Casey (justincc)
899d109e82
get rid of appearance null checks - this is never null
2011-08-31 17:13:53 +01:00
Justin Clark-Casey (justincc)
8c703022c1
In WorldCommModule, replace the useless Attachments == null check with Attachments.Count == 0 instead
2011-08-31 16:50:18 +01:00
Justin Clark-Casey (justincc)
d3c03658aa
minor: remove mono compiler warning
2011-08-31 16:48:21 +01:00
Justin Clark-Casey (justincc)
54839d28ad
remove pointless m_attachments == null check since this field is never null
2011-08-31 16:46:43 +01:00
Justin Clark-Casey (justincc)
5a5206449f
minor: seal up another instance of using the appearance list without locking
2011-08-31 16:41:58 +01:00
Justin Clark-Casey (justincc)
32444d98cb
Make SP.Attachments available as sp.GetAttachments() instead.
...
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
2011-08-31 16:29:51 +01:00
Justin Clark-Casey (justincc)
2acfff9f6d
remove pointless ToArray() call in AttachmentsModule.SaveChangedAttachments()
2011-08-30 23:39:26 +01:00
Justin Clark-Casey (justincc)
1809aaf74c
minor: remove already processed avatar null check in Scene.RemoveClient()
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remove some now duplicated method doc
2011-08-30 23:36:45 +01:00
Justin Clark-Casey (justincc)
ddc733cd3d
refactor: move SP.SaveChangedAttachments() fully into AttachmentsModule
2011-08-30 23:32:30 +01:00
Justin Clark-Casey (justincc)
04bafd2122
refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
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This adds an incomplete IScenePresence to match ISceneEntity
2011-08-30 23:06:10 +01:00
Justin Clark-Casey (justincc)
a90e1cf3aa
add Name property to ISceneEntity
2011-08-30 22:39:16 +01:00
Justin Clark-Casey (justincc)
1de68b34d9
refactor: migrate DropObject handling fully into AttachmentsModule from Scene
2011-08-30 22:25:38 +01:00
Justin Clark-Casey (justincc)
37a5cf5783
minor: comment out friends number logging from login for now
2011-08-30 22:08:43 +01:00
Justin Clark-Casey (justincc)
e7a515bab0
Fix bug where attachments were remaining on the avatar after being dropped.
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If the inventory service is configured not to allow deletion then these will not disappear from inventory
2011-08-30 22:06:24 +01:00
Mic Bowman
17dab7245f
Merge branch 'master' into bulletsim
2011-08-30 08:44:28 -07:00
Justin Clark-Casey (justincc)
be357f8fee
Fix bug in persisting saved appearances for npcs
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
2011-08-30 01:58:32 +01:00
Robert Adams
96dce3e16c
Use GetMeshKey from PrimitiveBaseShape.
2011-08-29 10:10:48 -07:00
Mic Bowman
648866b597
Merge branch 'master' into bulletsim
2011-08-29 09:55:34 -07:00
Robert Adams
18037d41c4
Move GetMeshKey from buried inside Meshmerizer to a public method on PrimitiveBaseShape
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28 16:50:54 -04:00
Robert Adams
80a2b81d52
Add level of detail specification to optionally reduce the number of vertices in generated prim meshes
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28 16:49:25 -04:00
Makopoppo
795b56e695
Related to #4689 - Adding missing null check for SceneObjectPart
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-27 07:45:02 -04:00
Justin Clark-Casey (justincc)
d4d894c20f
Stop avatars returning from neighbouring regions from stalling on the border crossing.
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On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the
movement registered to the client when it exited the initial region.
If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key.
This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.
2011-08-27 01:28:33 +01:00
Justin Clark-Casey (justincc)
1615e7d29f
Eliminate duplicate AttachmentPoint properties by always using the one stored in the root part's state field.
2011-08-27 00:33:24 +01:00
Justin Clark-Casey (justincc)
b7700428ec
refactor: camel case AttachmentPoint method arg as per code standards
2011-08-27 00:20:15 +01:00
Justin Clark-Casey (justincc)
33a894f3d2
refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values
2011-08-27 00:15:21 +01:00
Robert Adams
21708b832b
BulletSim: add mesh representation. Use meshes for static objects and switch to hulls for physical objects.
2011-08-26 15:51:21 -07:00
Mic Bowman
23f10f1d22
Merge branch 'master' into bulletsim
2011-08-26 15:23:46 -07:00
Justin Clark-Casey (justincc)
15a514fcbc
refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
2011-08-26 23:06:41 +01:00
Justin Clark-Casey (justincc)
5f3ffc195f
refactor: move SOG.DetachToGround() to AttachmentsModule.DetachSceneObjectToGround() and remove redundant code
2011-08-26 22:49:11 +01:00
Justin Clark-Casey (justincc)
ae614c1264
refactor: simplify DetachSingleAttachmentToGround() by retrieving the scene object group direct
2011-08-26 22:37:53 +01:00
Justin Clark-Casey (justincc)
040ad11e61
refactor: remove common presence set up in attachments tests
2011-08-26 22:24:51 +01:00
Justin Clark-Casey (justincc)
dc61bf4b1f
comment out verbose test logging from last commit
2011-08-26 22:17:27 +01:00
Justin Clark-Casey (justincc)
1dba047e4d
add regression test for detaching an attachment to the scene
2011-08-26 22:17:05 +01:00
Justin Clark-Casey (justincc)
002313bf13
refactor: move sog.DetachToInventoryPrep() into AttachmentsModule.DetachSingleAttachmentToInv()
2011-08-26 22:02:23 +01:00
Justin Clark-Casey (justincc)
fcbed6479a
Downgrade warning about not saving unchanged attachment to debug instead, and change text to better indicate what it's saying
2011-08-26 21:46:12 +01:00
Justin Clark-Casey (justincc)
6c692d2e21
Fix a very recent regression from llAttachToAvatar() fix where I accidentally stopped normal script state persistence on login/logout and attach/detach
2011-08-26 21:26:29 +01:00
BlueWall
04d42860fe
Merge branch 'master' of /home/opensim/src/opensim
2011-08-25 07:01:57 -04:00
Micheil Merlin
cf42fcd978
llSetPrimitiveParams correct prim hollow for cases where limit should be 70%.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-25 06:50:55 -04:00
Justin Clark-Casey (justincc)
4b4c5e69e5
Remove forcing of phantom on ground attached objects - attachments can be both non-phantom and flagged as physical.
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As per Melanie
2011-08-24 22:45:51 +01:00
Justin Clark-Casey (justincc)
d5dc8133fc
remove pointless IsDeleted check on SP.RezAttachments()
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IsDeleted is never set for an SP, even though it's on EntityBase.
It might be an idea to set it in the future
2011-08-24 22:37:08 +01:00
Justin Clark-Casey (justincc)
6d4432f440
refactor: simplify EntityBase.IsDeleted property
2011-08-24 22:34:26 +01:00
Justin Clark-Casey (justincc)
21f1b68fdf
extend initial rez regression test to check that attachment is phantom
2011-08-24 22:25:23 +01:00
Justin Clark-Casey (justincc)
73d913dad2
Make objects attached from the ground phantom
2011-08-24 22:12:51 +01:00
Justin Clark-Casey (justincc)
9ba4511d3e
add SOG helper properties IsPhantom, IsTemporary, etc. to improve code readability
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use these in some sog methods
2011-08-24 21:53:12 +01:00
Justin Clark-Casey (justincc)
801b7f18a7
return InventoryItemBase from AddSceneObjectAsAttachment()
2011-08-24 21:40:36 +01:00
Justin Clark-Casey (justincc)
5eeee480d4
refactor: move Scene.Inventory.attachObjectAssetStore() into AttachmentsModule.AddSceneObjectAsAttachment()
2011-08-24 21:35:44 +01:00
Justin Clark-Casey (justincc)
274e354006
get rid of pointless grp null check in attachObjectAssetStore()
2011-08-24 21:23:10 +01:00
Justin Clark-Casey (justincc)
0e0d40c810
minor: remove hardcoded region numbers with the region size constant and a currently hardcoded offset
2011-08-24 21:18:11 +01:00
Justin Clark-Casey (justincc)
ccf07f6ae3
refactor: remove pointless AgentId argument from attachObjectAssetStore()
2011-08-24 21:14:57 +01:00
Justin Clark-Casey (justincc)
b9ec625dbf
add TestAddAttachmentFromGround() regression test
2011-08-24 21:07:46 +01:00
Justin Clark-Casey (justincc)
cf3ffe5bb4
Fix llAttachToAvatar()
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Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
2011-08-24 20:49:23 +01:00
Justin Clark-Casey (justincc)
97b207240e
rename AttachmentsModule.ShowDetachInUserInventory() to DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
2011-08-23 22:05:22 +01:00
Justin Clark-Casey (justincc)
014cd4f8bb
remove mono compiler warnings
2011-08-23 21:41:16 +01:00
Justin Clark-Casey (justincc)
805ba268d5
replace TestRemoveAttachments() with a more thorough TestRemoveAttachment()
2011-08-23 21:37:36 +01:00
Justin Clark-Casey (justincc)
4a101080ee
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-08-23 21:21:02 +01:00
Justin Clark-Casey (justincc)
34aed96a2f
replace old TestAddAttachments() with a more thorough TestAddAttachment()
2011-08-23 21:20:23 +01:00
Mic Bowman
ce011d7e44
Protect a check for default texture entry when setting alpha values. Apparently
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if all faces have their own textures then the default texture is null
2011-08-23 10:52:12 -07:00
Justin Clark-Casey (justincc)
afd5469eec
Remove pointless contains check in ScenePresence.RemoveAttachment()
2011-08-23 00:08:29 +01:00
Justin Clark-Casey (justincc)
1f3ce48be1
If an object failed to attach due to an exception, then try and detach it from the avatar's list of attachments as well as delete it from the scene.
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This may help with the "Inconsistent attachment state" errors seen on teleport.
See http://opensimulator.org/mantis/view.php?id=5644 and linked reports
2011-08-23 00:04:38 +01:00
Justin Clark-Casey (justincc)
d328046efb
If an attachment fails, then start logging the exception for now, in order to help with the inconsistent state bug.
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This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
2011-08-22 23:59:48 +01:00
Justin Clark-Casey (justincc)
2eaadf2dc0
Add warning log message to say which attachment fails validation in order to pin down problems with "Inconsistent Attachment State"
2011-08-22 23:28:37 +01:00
Justin Clark-Casey (justincc)
138a5e04b8
minor: remove mono compiler warning
2011-08-22 23:10:43 +01:00
Justin Clark-Casey (justincc)
940a248c3d
minor: comment out simulator features log line
2011-08-22 22:44:49 +01:00
Justin Clark-Casey (justincc)
7cf4bb5256
Add ISimulatorFeaturesModule so that other modules can register features in addition to the hardcoded ones.
2011-08-22 22:13:07 +01:00
Snoopy Pfeffer
db91044593
Thanks Neil Canham for fixing bulk inventory updates, no sending BulkInventoryUpdate after accepting inventory items.
2011-08-22 14:51:43 +02:00
Justin Clark-Casey (justincc)
d74686fd51
read m_rpcHandlersKeepAlive under appropriate lock
2011-08-22 02:25:58 +01:00
Justin Clark-Casey (justincc)
c587b0a3a3
oops, fix build break from last commit
2011-08-22 02:10:45 +01:00
Justin Clark-Casey (justincc)
9469c62098
improve locking of m_agentHandlers in BaseHttpServer
2011-08-22 02:07:51 +01:00
Justin Clark-Casey (justincc)
f9a367e2f6
improve locking of m_HTTPHandlers in BaseHttpServer
2011-08-22 01:59:40 +01:00
Justin Clark-Casey (justincc)
5a11cffd23
improve locking of m_streamHandlers in BaseHttpServer
2011-08-22 01:58:50 +01:00
Justin Clark-Casey (justincc)
20a4367827
remove necessity to catch a KeyNotFoundException in BaseHttpServer.RemoveLLSDHandler()
2011-08-22 01:58:19 +01:00
Justin Clark-Casey (justincc)
8254116dc6
improve locking of m_llsdHandlers in BaseHttpServer
2011-08-22 01:52:08 +01:00
Justin Clark-Casey (justincc)
2f1ac1d144
minor: remove mono compiler warning
2011-08-22 01:45:46 +01:00
Justin Clark-Casey (justincc)
94a8ab80c8
improve locking of m_rpcHandlers in BaseHttpServer
2011-08-22 01:43:34 +01:00
BlueWall
5e231acdce
Add avatar and attachments to llRegionSay
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llRegionSay will now message avatars on chan 0
and will message attachments on the avatar that
listen on channels other than 0.
This behavior is consistant with the LL
implementation as tested on regions in Agni
with one exception: this implementation does
not include issue:
https://jira.secondlife.com/browse/SCR-66 ?
2011-08-20 12:36:35 -04:00
BlueWall
2787207aa2
Add llRegionSayTo
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llRegionSayTo(key target, integer channel, string messasge)
Allows messages to be sent region-wide
to a particular prim.
2011-08-19 18:47:21 -04:00
Mic Bowman
384cb79a1a
Merge branch 'master' into bulletsim
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneManager.cs
2011-08-19 14:49:16 -07:00
Robert Adams
bb5b396fc5
Fix exception when using BasicPhysics
2011-08-19 00:53:57 +01:00
Justin Clark-Casey (justincc)
c9e6b7bd10
Stop NPC's getting hypergrid like names in some circumstances.
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This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
2011-08-19 00:45:22 +01:00
Justin Clark-Casey (justincc)
3146f4bae0
Don't need to try both AssetService.Get and GetCached in GetMesh since Get always calls GetCached and code paths were identical
2011-08-18 23:36:43 +01:00
Robert Adams
fef73a1a10
BulletSim: add runtime setting of physics parameters. Update default values.
2011-08-18 14:32:09 -07:00
Justin Clark-Casey (justincc)
49258350e8
refactor: fold CreateSceneViewer() back into ScenePresence constructor
2011-08-18 01:22:01 +01:00
Justin Clark-Casey (justincc)
8d29d490a1
minor: remove some mono compiler warnings
2011-08-18 01:16:58 +01:00
Justin Clark-Casey (justincc)
45c37ef494
refactor: Fold 3 ScenePresence() constructors into one since only one is called.
2011-08-18 01:11:23 +01:00
Justin Clark-Casey (justincc)
c1a34cd8da
Don't try to save changed attachment states when an NPC with attachments is removed from the scene.
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This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-18 00:53:05 +01:00
Justin Clark-Casey (justincc)
d8f886ccdb
comment out noisy attachments logging
2011-08-17 23:41:20 +01:00
Justin Clark-Casey (justincc)
eb8b6b7d52
minor: remove mono compiler warning
2011-08-17 23:28:57 +01:00
Justin Clark-Casey (justincc)
6b51d8a10e
In the asset service, check that an asset exists before attempting to store it.
2011-08-17 23:24:41 +01:00
Justin Clark-Casey (justincc)
4a9b8184f7
For now, supress 'OH NOES' warnings given by HGInventoryBroker.CacheInventoryServiceURL when it tries to cache it for an NPC
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This concept is meaningless for NPCs. However, it might be better to make NPCism an actual property on ScenePresence and check.
Addresses http://opensimulator.org/mantis/view.php?id=5643
2011-08-17 01:51:58 +01:00
Justin Clark-Casey (justincc)
acfdca34fd
Fix issue where loading a new appearance onto an NPC would not remove the previous attachments from the scene.
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Addresses http://opensimulator.org/mantis/view.php?id=5636
2011-08-17 01:35:33 +01:00
Justin Clark-Casey (justincc)
bd5d35ee32
extend test to check that there is one attachment and that it has the right name
2011-08-17 00:42:58 +01:00
Justin Clark-Casey (justincc)
696bd44833
Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple attachments check
2011-08-17 00:37:33 +01:00
Justin Clark-Casey (justincc)
d73c424078
get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests
2011-08-16 23:12:58 +01:00
Justin Clark-Casey (justincc)
57e54d84d6
Add new FireAndForgetMethod.None.
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This executes the callback on the same thread that made the request. Designed for use only by regression tests that rely on a predicable event ordering.
2011-08-16 23:05:08 +01:00
Justin Clark-Casey (justincc)
d3c10e609e
Move some previously common code back into separate tests. Remove unused region handle from test.
2011-08-16 22:27:52 +01:00
Justin Clark-Casey (justincc)
0bbf7c21d7
Isolate existing incomplete attachments tests rather than have them rely on each other.
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Much easier to debug this way.
2011-08-16 22:13:32 +01:00
Justin Clark-Casey (justincc)
c58b32e7ba
drop number of attachments in test from 3 to 2 to reduce text complexity
2011-08-16 22:09:13 +01:00
Justin Clark-Casey (justincc)
601257f8b6
remove setting up of second scene in attachments since it's not currently used
2011-08-16 21:58:52 +01:00
Justin Clark-Casey (justincc)
66eb537d0c
relocate AttachmentTests.cs to AttachmentsModuleTests.cs
2011-08-16 21:56:56 +01:00
Justin Clark-Casey (justincc)
8d866ae8c3
minor: remove some mono compiler warnings
2011-08-16 21:45:01 +01:00
Justin Clark-Casey (justincc)
fd3a7ab70c
minor: change some comment text in flotsam asset cache
2011-08-16 21:31:17 +01:00
Justin Clark-Casey (justincc)
8c95c83562
On Flotsam asset cache, go back to moving the file from the temporary location rather than copying.
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Copying doesn't prevent IOExceptions on Windows due to file locking. (e.g. Mantis 5642, 5630).
So instead go back to moving the file, swallowing IOExceptions that occur just for the move due to competing caching threads or even different opensimulator instances.
2011-08-16 21:03:43 +01:00
BlueWall
0784791a44
Add "shutdown" message to RegionReady
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Add "shutdown" message when removing region.
From a patch submitted by Michelle Argus.
Thanks Michelle
2011-08-15 16:21:04 -04:00
BlueWall
e8f09cd5f7
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-08-15 13:04:02 -04:00
BlueWall
e870442e31
Remove un-needed ATTACH command in migration script.
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This was causing issues when using specified
paths to database files by using a hard-coded
name.
2011-08-15 12:59:17 -04:00
Snoopy Pfeffer
9a6ad1535e
Added console command "delete object outside" to delete all objects outside region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
2011-08-15 17:46:51 +02:00
Snoopy Pfeffer
70ea625447
Added optional Login Service parameter "Currency" to be able to change the currency name shown in the viewer.
2011-08-14 18:20:20 +02:00
Snoopy Pfeffer
e19843a0ee
WorldMap: Added map item for Land-for-Sale. Implemented backlist item timeouts (default 10 minutes; see also new config file setting BlacklistTimeout) and removing backlisted neigboring regions that have been restarted from the blacklist.
2011-08-14 17:45:23 +02:00
Micheil Merlin
b80dfb6572
llGetPrimitiveParams fix prim hollow/hole shape value
2011-08-13 15:34:08 +01:00
Justin Clark-Casey (justincc)
dcb4b2de09
Fix a problem in the Flotsam asset cache where assets were being put into the memory cache even when it wasn't enabled.
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This hopefully addresses http://opensimulator.org/mantis/view.php?id=5634
This is the most probable cause of the memory problems that people have been seeing in the past month.
This bug has been around since commit 5dc785b
(4th July 2011). Doh! This is why regressions tests are such a good idea... :)
Many thanks to Nebadon for using git bisect to track down this bug, which made it a 5 minute fix.
2011-08-13 15:21:03 +01:00
Aaron Duffy
90c6fa89be
Fix a bug preventing region modules from creating trees at anything but the default scale.
2011-08-13 00:52:32 +01:00
Justin Clark-Casey (justincc)
78ff82bfe9
If a map request to a server fails, always close the outbound connection.
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This probably doesn't help with the current memory leak.
2011-08-12 23:40:22 +01:00
Justin Clark-Casey (justincc)
ed142ead25
minor: change login enable/disable messages in last commit so that they occur after the setting has been made
2011-08-12 22:50:58 +01:00
Justin Clark-Casey (justincc)
4b88f04c0a
minor: On "login disable/enable" always tell the user the final login status, rather than remaining silent if it was already on/off
2011-08-12 22:46:42 +01:00
Justin Clark-Casey (justincc)
76e0afe83f
tidy up some OSSL NPC parameter names
2011-08-12 02:46:44 +01:00
Justin Clark-Casey (justincc)
16ac5413dd
rename position parameter in osNpcMoveToTarget to target
2011-08-12 01:52:12 +01:00
Justin Clark-Casey (justincc)
aebd46a434
rename osNpcStopMoveTo() to osNpcStopMoveToTarget()
2011-08-12 01:32:49 +01:00
Justin Clark-Casey (justincc)
2169cf04f9
When saving appearance, only save the baked textures, not the other face textures (which are already stored permanently)
2011-08-12 01:24:15 +01:00
Justin Clark-Casey (justincc)
65c4b8d37b
Fix kicking of NPCs via "kick user" console command.
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Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed
2011-08-12 00:51:05 +01:00
Justin Clark-Casey (justincc)
0a1bbc27d2
Allow the osNpcCreate() function to accept a notecard name or asset for initial appearance
2011-08-12 00:14:06 +01:00
Justin Clark-Casey (justincc)
d23d37d2aa
implement osNpcGetPos()
2011-08-11 23:36:22 +01:00
Justin Clark-Casey (justincc)
a21e98ae1a
implement osNpcGetRot() and osNpcSetRot()
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Rotation works if done around the z axis. Anything else leads to random results.
2011-08-11 23:28:14 +01:00
Justin Clark-Casey (justincc)
b1ae930c6b
Implement osAgentSaveAppearance() to save the appearance of an avatar in the region to a notecard
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This is separate from osOwnerSaveAppearance() so that owner saves can be allowed without allowing arbitrary avatar saves
2011-08-11 22:26:47 +01:00
Justin Clark-Casey (justincc)
50945dd560
add regression test for osNpcCreate when cloning an in-region avatar
2011-08-11 21:43:26 +01:00
Justin Clark-Casey (justincc)
83ca5a101d
Split out to-be-common setup stuff from TestOsOwnerSaveAppearance()
2011-08-11 20:56:18 +01:00
Justin Clark-Casey (justincc)
b3a4b10531
eliminate redundant ground sitting checks since these are already done in enclosing control structures
2011-08-11 03:16:46 +01:00
Justin Clark-Casey (justincc)
3d4cc93a8e
minor: a little bit of log message correction/commenting out
2011-08-11 03:07:41 +01:00
Justin Clark-Casey (justincc)
1aa1711893
eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation
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looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
2011-08-11 03:06:38 +01:00
Justin Clark-Casey (justincc)
36f7d36fa1
instead of setting avatar rotation twice in SP.HandleAgentUpdate(), eliminate the second setting in AddNewMovement()
2011-08-11 02:54:15 +01:00
Justin Clark-Casey (justincc)
29093df1a7
get rid of intermediate local store of body rotation in ScenePresence, this is not used.
2011-08-11 02:36:02 +01:00
Justin Clark-Casey (justincc)
ee22569c92
only accept npc UUIDs to osNpc* functions, not names (except for create)
2011-08-11 02:19:13 +01:00
Justin Clark-Casey (justincc)
cace6eaa8a
comment out some of the currently less useful debug log messages
2011-08-11 02:06:32 +01:00
Justin Clark-Casey (justincc)
4402851b08
Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
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This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00
Justin Clark-Casey (justincc)
951ffad81e
If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
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There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-11 00:23:54 +01:00
Justin Clark-Casey (justincc)
7f499ff3f3
Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
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Default for this function is now not to automatically land.
This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground.
Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot.
A better approach would be to gradually slow the avatar as we near the target
2011-08-10 23:56:19 +01:00
Justin Clark-Casey (justincc)
fb92678b83
fly and no fly constants for osNpcMoveToTarget()
2011-08-10 22:34:42 +01:00
Justin Clark-Casey (justincc)
5d6c9644fa
early code to allow scripts to force npcs not to fly when moving to target
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-10 01:47:37 +01:00
Justin Clark-Casey (justincc)
4cb8d6379d
Stop trying to deregister caps or close child agents when an NPC is removed
2011-08-10 00:59:31 +01:00
Justin Clark-Casey (justincc)
195c1dc9b8
implement osNpcStopMoveTo() to cancel any current move target
2011-08-10 00:26:38 +01:00
Justin Clark-Casey (justincc)
cba54090c7
When an NPC appearance is loaded, rez the attachments too
2011-08-09 23:25:52 +01:00
Justin Clark-Casey (justincc)
92e96d394a
When an NPC is created, stop telling neighbouring regions to expect a child agent
2011-08-09 23:11:07 +01:00
Justin Clark-Casey (justincc)
795c8e6c22
Add osOwnerSaveAppearance() to help with setting up NPC appearances. Not yet ready for user use.
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Adds regression test.
2011-08-09 22:05:47 +01:00
Justin Clark-Casey (justincc)
e869eeb0bf
Implement first draft functions for saving and loading NPC appearance from storage.
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This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
2011-08-09 03:51:34 +01:00
Justin Clark-Casey (justincc)
3e16a0fbdd
factor out common notecard caching code from 3 methods.
2011-08-09 00:12:41 +01:00
Justin Clark-Casey (justincc)
78d8ce3816
refactor: split out generic parts of osMakeNotecard() into a separate. Add method doc. Other minor tidies.
2011-08-08 23:22:47 +01:00
Justin Clark-Casey (justincc)
6878049952
get rid of bogus log message
2011-08-06 03:06:05 +01:00
Justin Clark-Casey (justincc)
eec54adac5
remove some obsolete tests that are now done elsewhere
2011-08-06 02:38:38 +01:00
Justin Clark-Casey (justincc)
e37f8cf902
Add a test to check that ScenePresence and circuit go away when a root agent is closed down
2011-08-06 02:27:25 +01:00
Justin Clark-Casey (justincc)
85e07c78fb
refactor: Change SceneHelpers.AddClient() to AddScenePresence().
...
This seems to make more sense as we can get SP.ControllingClient
2011-08-06 02:17:41 +01:00
Justin Clark-Casey (justincc)
83ba35a26b
rip out sog generation methods in ScenePresenceAgentTests and use SceneHelpers instead
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Not that it matters, since these tests are pretty bogus anyway.
Also, renames some test classes for consistency.
2011-08-06 02:01:25 +01:00
Justin Clark-Casey (justincc)
2b26d2f1a5
prevent "create region" console command from being able to create a region with the same id as one that already exists.
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Addresses http://opensimulator.org/mantis/view.php?id=5617
2011-08-06 01:35:01 +01:00
Justin Clark-Casey (justincc)
76f46b2545
Do proper locking of m_localScenes list in SceneManager
2011-08-06 01:15:49 +01:00
Justin Clark-Casey (justincc)
dad1d6df18
rename TestHelper => TestHelpers for consistency
2011-08-06 00:31:03 +01:00
Justin Clark-Casey (justincc)
bda1a4be45
rename test SceneSetupHelpers -> SceneHelpers for consistency
2011-08-06 00:26:37 +01:00
Justin Clark-Casey (justincc)
cba40de109
extend phantom flag regression test to toggle back off
2011-08-06 00:22:14 +01:00
Justin Clark-Casey (justincc)
c6c91e6599
refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.
2011-08-06 00:13:08 +01:00
Justin Clark-Casey (justincc)
ba89fc3aa1
Add regression test for setting phantom status on a scene object. This is not yet complete.
2011-08-05 23:42:05 +01:00
Justin Clark-Casey (justincc)
f18780d0e3
Get "show region" command in GridService to show grid co-ordinates rather than meters co-ord.
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This makes it consistent with "show regions"
Addresses http://opensimulator.org/mantis/view.php?id=5619
2011-08-05 22:56:53 +01:00
Mic Bowman
82f41fdcb5
BulletSim: fix problem with not convex hulling large objects by creating unit meshes and always scaling in Bullet
2011-08-05 14:53:39 -07:00
Justin Clark-Casey (justincc)
7d35bf8193
refactor: remove a sliver of unnecessary code
2011-08-05 22:45:42 +01:00
Justin Clark-Casey (justincc)
1a2518d19b
Instead of moving the file to its final place when FlotsamCache writes to disk, copy it instead.
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This is to eliminate IOException where two threads compete to cache the same file.
2011-08-05 19:57:47 +01:00
Mic Bowman
c3f579046c
Merge branch 'master' into bulletsim
2011-08-05 11:13:02 -07:00
Robert Adams
7640b5abf6
BulletSim: Parameters settable from ini file. Linksets. Physical property value tuning
2011-08-05 11:01:27 -07:00
Justin Clark-Casey (justincc)
94d496cf2b
remove the largely unused copy/pasted HandleAgentRequestSit() method
2011-08-05 00:57:43 +01:00
Justin Clark-Casey (justincc)
1918402cb1
if an NPC target is set to a ground location, then automatically land them when they get there.
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This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.
2011-08-04 03:08:35 +01:00
Justin Clark-Casey (justincc)
54ce029342
if an NPC move to target is above the terrain then make it fly to destination
2011-08-04 02:31:40 +01:00
Justin Clark-Casey (justincc)
f999acd095
minor: remove some mono compiler warnings
2011-08-04 01:46:34 +01:00
Justin Clark-Casey (justincc)
c678b75d65
if a move to target is set underground, constrain it to the terrain height
2011-08-04 01:45:56 +01:00
Justin Clark-Casey (justincc)
61a931490d
move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()
2011-08-04 01:30:37 +01:00
Justin Clark-Casey (justincc)
831f933ce6
only call move target code in SP.HandleAgentUpdate() if we're actually in the process of moving to a position
2011-08-04 01:22:01 +01:00
Justin Clark-Casey (justincc)
7b2b47530e
move reset code out of HandleMoveToTargetUpdate() so that we only call it where needed instead of passing in a flag
2011-08-04 01:16:24 +01:00
Justin Clark-Casey (justincc)
fc64cc2439
Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.
2011-08-04 01:05:43 +01:00
Justin Clark-Casey (justincc)
7f6f100c5a
When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the target, move it directly to the target.
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This makes the movement exact. Regression test changed to check avatar reaches exact target.
Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working). However, avatar still pauses in mid-stride
2011-08-04 01:00:33 +01:00
Justin Clark-Casey (justincc)
ba0c65e028
extend npc move test to check a second movement
2011-08-04 00:25:51 +01:00
Justin Clark-Casey (justincc)
6f913e8caf
eliminate pre-existing unused SP.StopMovement()
2011-08-04 00:13:27 +01:00
Justin Clark-Casey (justincc)
a2f5b4ac9a
Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for consistency. Improve method doc.
2011-08-04 00:10:53 +01:00
Justin Clark-Casey (justincc)
0299cb060e
eliminate a reset position flag by using functionally equivalent DCFlagKeyPressed
2011-08-04 00:06:01 +01:00
Justin Clark-Casey (justincc)
6ab01b338f
Stop calling the SP.ResetMoveToTarget() code if a target is not actually set
2011-08-03 23:59:13 +01:00
Justin Clark-Casey (justincc)
31fb6b2d72
remove move to duck walk compensation - no longer required.
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extends npc move to regression test to check stop after sufficient sim updates
2011-08-03 23:40:05 +01:00
Justin Clark-Casey (justincc)
61d49d4f63
rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to INPCModule
2011-08-03 23:20:36 +01:00
Justin Clark-Casey (justincc)
31cea17f8e
extend move test to check avatar is moving in the right direction after setting a move target
2011-08-03 23:13:52 +01:00
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.
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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()
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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
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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.
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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.
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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
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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
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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.
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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.
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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()
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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."
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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.
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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.
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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.
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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()
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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.
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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
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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.
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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.
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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)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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)
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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.
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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).
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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.
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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)."
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There actually are uses for this. I will correct the perms instead since some entries appear to be wrong.
This reverts commit 667b54f5a2
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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).
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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
Robert Adams
869883f2dc
BulletSim: fix buoyancy for prims. Start of configurable physics parameters.
2011-07-22 15:23:57 -07:00
Justin Clark-Casey (justincc)
aadc4eb3b8
Fix problem where sculpts were not getting physical proxies
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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
Robert.Adams
5ffec1cd64
Pass collisions and updates in pinned memory (saves marshaling).
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Fix folding feet by using collision normals.
Add constraint specification.
2011-07-22 10:23:40 -07:00
Mic Bowman
4cbc912375
Merge branch 'master' into bulletsim
2011-07-22 09:02:32 -07:00
Melanie
6ac0bc7259
Thank you, Michelle Argus, for a patch that adds reading the agent limit
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from XML properly.
2011-07-22 12:36:05 +01:00
Oren Hurvitz
02e54c57c4
Generate the initial maptile asynchronously
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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
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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
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Signed-off-by: root <root@grid00001.t-data.com>
2011-07-21 20:13:32 +01:00
Dan Lake
2c11f7fc38
Merge branch 'master' into bulletsim
2011-07-20 15:01:32 -07:00
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
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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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.
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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.
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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()
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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.
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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.
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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
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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
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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.
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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
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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.
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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.
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Tidy up GridCommon.ini.example
2011-07-12 23:35:06 +01:00
Justin Clark-Casey (justincc)
3e456163dd
Port implementation of llCastRay() from Aurora.
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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.
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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)
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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
Dan Lake
b9cbe92f30
Merge branch 'master' into bulletsim
2011-07-11 12:23:20 -07:00
Justin Clark-Casey (justincc)
24efb021ff
minor Tack the prim name on the end of the "experimental mesh proxy generation" message.
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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.
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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.
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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()
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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
Makopoppo
df586c9d25
Raw int numbers (ex.LSL Constants) are displayed like "1.000000" when type cast to string
2011-07-09 01:27:12 +01:00
Justin Clark-Casey (justincc)
f680c13495
Fix osMatchString() so that it reports all instance of pattern matches, not just the first one.
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This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches.
Thanks makopoppo!
2011-07-09 01:24:30 +01:00
Justin Clark-Casey (justincc)
52c3671aa0
fix formatting issues from last patch
2011-07-09 01:17:35 +01:00
Makopoppo
b983f38e2a
lsGetWindlightScene() returns raw int value, which makes unable to compare to another value with llListFindList()
2011-07-09 01:08:26 +01:00
Makopoppo
04f8d0e45d
Made some LSL_Constant or LS_Constant raw int values
2011-07-09 01:08:13 +01:00
Makopoppo
e7abf834d1
Instance-types-in-list fix for LSL/OSSL functions. This will fix llListFindList() which always returns -1 when you compare with the list from those functions.
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*llCSV2List
*llGetAnimationList
*llGetLinkPrimitiveParams
*llGetObjectDetails
*llGetParcelDetails
*llGetParcelPrimOwners
*llGetPrimitiveParams
*GetLinkPrimitiveParamsEx
*osGetAgents
*osMatchString
*osGetLinkPrimitiveParams
*osGetPrimitiveParams
*osGetAvatarList
2011-07-09 00:49:53 +01:00
Justin Clark-Casey (justincc)
d79c6c8820
Rename SetSculptData() to SetSculptProperties(), since this is what it does (setting SculptData is done through the property)
2011-07-09 00:42:48 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
c3d82bdcb1
When loading library asset set, only store an asset if it's different from an existing one with the same id.
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We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store.
This cuts asset library load time from 10 seconds to <1 sec.
Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear.
This is unrelated to this commit and needs to be fixed at some subsequent time.
2011-07-08 22:53:19 +01:00
Justin Clark-Casey (justincc)
a048ec3f95
stop the local inventory services connector from logging an error when an item id isn't found.
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making this query is legitimate and so the log line can cause false positivies. It is up to callers to log an error if appropriate.
2011-07-08 22:34:03 +01:00
Justin Clark-Casey (justincc)
192bd1057e
fix bug where opening a library script would fail
2011-07-08 22:32:19 +01:00
Justin Clark-Casey (justincc)
5700c582ba
refactor: rename bool returning GetAgentInventoryItem() to CanGetAgentInventoryItem() to improve code readability
2011-07-08 22:28:17 +01:00
Justin Clark-Casey (justincc)
e8ad8593b6
refactor: eliminate redundant return statement
2011-07-08 20:58:44 +01:00
Justin Clark-Casey (justincc)
40300c886c
refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
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Also remove some of the logging spam left in from the last commit.
2011-07-08 20:36:01 +01:00
Justin Clark-Casey (justincc)
b18ef976ff
Fix interpretation of physics mesh proxies from mesh data
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As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format , some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
2011-07-08 19:43:22 +01:00
Justin Clark-Casey (justincc)
29034bc0e0
minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
2011-07-08 18:34:44 +01:00
Justin Clark-Casey (justincc)
36df9ae79a
refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability
2011-07-08 18:16:48 +01:00
Justin Clark-Casey (justincc)
1dcad4ac66
minor: commented out log lines for future use and very small code tidy
2011-07-08 17:58:01 +01:00
Justin Clark-Casey (justincc)
3bda7711b3
Switch the MeshUploadFlag CAP module on and off with the existing config AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini)
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Default is on.
2011-07-07 23:49:19 +01:00
Justin Clark-Casey (justincc)
2fbc98fa5c
Make MeshUploadFlagModule non-shared rather than shared (since each scene needs its own cap)
2011-07-07 23:37:23 +01:00
Mic Bowman
e91861fff2
Ensure that the max transfer distance is initialized correctly.
2011-07-07 09:12:57 -07:00
Michael Cerquoni aka Nebadon Izumi
281e80ccf3
add MeshUploadFlag capability fixed mesh upload with latest mesh viewer thank you dahlia and lkalif for helping to make this happen!
2011-07-07 03:30:37 -07:00
Justin Clark-Casey (justincc)
af8773d6d0
Add TestClearCache()
2011-07-04 23:05:31 +01:00
Justin Clark-Casey (justincc)
cb02fc44f5
add TestExpireAsset()
2011-07-04 23:03:05 +01:00
Justin Clark-Casey (justincc)
f58de55c84
refactor: Move test setup code into setup method
2011-07-04 22:59:36 +01:00
Justin Clark-Casey (justincc)
bebc51a6e0
Make it possible to disable the file part of the flotsam asset cache
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This matches the ability to disable the memory part
This is controlled through the FileCacheEnabled parameter in FlotsamCache.ini
Default is true, so existing installations are not affected.
Improved fcache command feedback when various caches are disabled.
Re-enabled test for flotsam cache with file caching disabled.
2011-07-04 22:51:47 +01:00
Justin Clark-Casey (justincc)
5dc785bbf2
refactor: Split file cache manipulation code into separate methods, as has already been done for the memory cache
2011-07-04 22:30:18 +01:00
Justin Clark-Casey (justincc)
46f5893d55
Add basic flotsam asset cache test for retrieved cached asset.
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Disabled temporarily since file system caching disrupts subsequent test runs
2011-07-04 21:35:15 +01:00
Justin Clark-Casey (justincc)
b8e7258051
If a user has the rights to edit a parcel's properties, then also allow them always to enter that parcel.
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This is patch http://opensimulator.org/mantis/view.php?id=5567
Thanks Snoopy!
2011-07-02 01:14:29 +01:00
Justin Clark-Casey (justincc)
bb4cb16512
Add profile, merge, noassets and skip-assets options for loading/saving oars via RemoteAdmin
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This is http://opensimulator.org/mantis/view.php?id=5453
Thanks Michelle Argus!
2011-07-02 01:05:03 +01:00
Justin Clark-Casey (justincc)
513d63455e
Create a very basic initial test which just creates an 'npc' and tests that the scene presence exists
2011-07-02 01:01:40 +01:00
Justin Clark-Casey (justincc)
ed12e38480
refactor: simplify existing npc code by creating them directly rather than indirectly via a timer
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no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!
2011-07-02 00:18:15 +01:00
Justin Clark-Casey (justincc)
fba961c63f
Make default serverside_object_permissions = true since this better matches user expectations.
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It also matches the default setting in the OpenSim.ini.example file
2011-07-01 23:06:46 +01:00
Justin Clark-Casey (justincc)
e765759f50
If OpenSim has been built from a git tree, then include version information automatically by dereferencing .git/HEAD
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A blank bin/.version file will stop this being displayed.
2011-07-01 22:48:00 +01:00
Justin Clark-Casey (justincc)
759e855566
refactor: rename gitCommitFileName to manualVersionFileName since bin/.version doesn't necessary have to be a git hash
2011-07-01 21:47:30 +01:00