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https://github.com/opensim/opensim.git
synced 2026-08-11 11:57:03 +08:00
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
This commit is contained in:
@@ -3432,6 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <remarks>
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/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
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/// </remarks>
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/*
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public void CheckSculptAndLoad()
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{
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if (IsDeleted)
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@@ -3447,7 +3448,7 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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parts[i].CheckSculptAndLoad();
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}
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*/
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/// <summary>
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/// Set the user group to which this scene object belongs.
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/// </summary>
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@@ -1014,9 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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actor.Size = m_shape.Scale;
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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@@ -1620,12 +1620,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (userExposed)
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{
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/*
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if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
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{
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ParentGroup.Scene.AssetService.Get(
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dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
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}
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*/
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bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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@@ -1643,6 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="id">ID of asset received</param>
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/// <param name="sender">Register</param>
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/// <param name="asset"></param>
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/*
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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if (asset != null)
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@@ -1652,7 +1654,7 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
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Name, UUID, id);
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}
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*/
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/// <summary>
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/// Do a physics property update for a NINJA joint.
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/// </summary>
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@@ -1833,9 +1835,9 @@ namespace OpenSim.Region.Framework.Scenes
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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// if (Shape.SculptEntry)
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// CheckSculptAndLoad();
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// else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@@ -2511,6 +2513,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Set sculpt and mesh data, and tell the physics engine to process the change.
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/// </summary>
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/// <param name="texture">The mesh itself.</param>
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/*
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public void SculptTextureCallback(AssetBase texture)
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{
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if (m_shape.SculptEntry)
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@@ -2538,7 +2541,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Send a full update to the client for the given part
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/// </summary>
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@@ -3783,7 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
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{
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m_shape.ReadInUpdateExtraParam(type, inUse, data);
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/*
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if (type == 0x30)
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
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@@ -3791,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
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}
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}
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*/
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if (ParentGroup != null)
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{
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ParentGroup.HasGroupChanged = true;
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@@ -4025,14 +4028,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (!wasUsingPhysics)
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{
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DoPhysicsPropertyUpdate(UsePhysics, false);
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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}
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}
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else
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@@ -4072,14 +4067,6 @@ namespace OpenSim.Region.Framework.Scenes
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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@@ -4104,14 +4091,6 @@ namespace OpenSim.Region.Framework.Scenes
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else // it already has a physical representation
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{
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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}
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}
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@@ -4341,6 +4320,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <remarks>
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/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
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/// </remarks>
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/*
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public void CheckSculptAndLoad()
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{
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// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
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@@ -4366,7 +4346,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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/// <summary>
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/// Update the texture entry for this part.
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/// </summary>
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