898 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
62325829ec comment out all kinds of debugging guff 2011-07-19 05:14:58 +01:00
Justin Clark-Casey (justincc)
97f1edfd95 Fix undo of prim group rotation.
This isn't that great since I think I broke it a few commits earlier.
Undo of rotation of individual prims in a linkset is still broken
2011-07-19 04:15:27 +01:00
Justin Clark-Casey (justincc)
7c468cda36 Stop undo of just the root prim position in the linkset from shifting the whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own.  This requires more code than just fiddling with undo states.
2011-07-19 03:38:22 +01:00
Justin Clark-Casey (justincc)
430a4aeba8 Fix undo for resizing linksets
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first.  This applies to single prims and linksets.  Need to look into this.
2011-07-19 03:01:54 +01:00
Justin Clark-Casey (justincc)
86f45f6fe7 remove undo state storage in a few places where it's pointless
no functional effect - existing bugs still remain
2011-07-19 01:24:43 +01:00
Justin Clark-Casey (justincc)
6fc74b36d1 Make various tweaks to undo code in an effort to get things working better.
Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
2011-07-18 04:54:21 +01:00
Justin Clark-Casey (justincc)
3f8e571b78 Use a standard generic system stack for the undo/redo stacks instead of our own homebrew.
system stack also uses an array, so no performance penalty.
Also exposes undo count and adds a test assertion for correct undo count after resize
2011-07-18 02:01:12 +01:00
Justin Clark-Casey (justincc)
e9a739f45f refactor: group all the undo/redo code in SOP into one place for easier code reading 2011-07-18 01:33:57 +01:00
Justin Clark-Casey (justincc)
f5ddf37112 Replace ifs in SOG.GroupResize() with Math.Min()
Also fiddle a bit with undo.  This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
2011-07-16 05:23:21 +01:00
Justin Clark-Casey (justincc)
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)
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)
3fc12e7224 Eliminate the pointless textured id argument to SculptTextureCallback 2011-07-16 03:02:28 +01:00
Justin Clark-Casey (justincc)
18652eb87e Fix physics proxy regeneration when a mesh with more than one submesh is resized
Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
root
e9dbe54ab1 Fix some local id issues in physics glue 2011-07-15 20:07:59 +01:00
Melanie
c7dbd7cbd0 Fox some local id issues in physics glue 2011-07-15 19:36:00 +02:00
Melanie
8dff9d564d Revert "Add localid support to ch0de properly"
This reverts commit bb402d0d95.
2011-07-15 19:35:49 +02:00
Tom
bb402d0d95 Add localid support to ch0de properly 2011-07-15 12:08:40 -07:00
Justin Clark-Casey (justincc)
df0e5cc9fe When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
This prevents spurious 'no asset data' for meshes added on startup.
2011-07-12 02:33:09 +01:00
Justin Clark-Casey (justincc)
8e44a8e2b9 Properly regenerate physics proxy when a mesh is resized.
This is done in SOP.Resize().  More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
2011-07-11 03:47:49 +01:00
Justin Clark-Casey (justincc)
0badf3718d refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method 2011-07-11 03:35:29 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
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
root
c920ff9d1d Merge branch 'master' into careminster-presence-refactor 2011-07-09 01:06:46 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0 minor: code tidy and inserted log lines for future use.
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)
1dcad4ac66 minor: commented out log lines for future use and very small code tidy 2011-07-08 17:58:01 +01:00
Melanie
fedfa02b64 Remove another core SNAFU. AbsolutePosition is NOT equal to group position
in attachments! Breaks resizers!!!
2011-07-06 21:20:11 +02:00
root
5f927dc104 Merge branch 'master' into careminster-presence-refactor 2011-06-30 00:26:03 +01:00
Justin Clark-Casey (justincc)
1a0a9d2290 Implement the latest mesh mechanism so that rezzing the uploaded mesh now works again.
Many thanks to the aurora project for pioneering this.
This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
2011-06-24 21:54:01 +01:00
Melanie
6ae73aea49 Merge branch 'master' into careminster-presence-refactor 2011-06-20 03:11:34 +01:00
Mic Bowman
ad84728aba Add localID to physical object creation functions. 2011-06-15 11:31:32 -07:00
Melanie
a1c16a4200 Merge branch 'master' into careminster-presence-refactor 2011-06-11 12:08:02 +01:00
Justin Clark-Casey (justincc)
b5518dc906 minor: Add some commented out destructor logging messages for potential future use.
At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
2011-06-10 20:40:14 +01:00
Melanie
61bf2bf2dd Make Buoyancy a prim property 2011-06-02 18:32:25 +02:00
Melanie
e398c33648 Add PayPrice to serialization format Xml2 2011-05-25 12:17:46 +01:00
Melanie
932db1c374 Add PayPrice to serialization format Xml2 2011-05-25 11:30:21 +02:00
Melanie
d1913f2429 Merge branch 'master' into careminster-presence-refactor 2011-04-18 20:17:29 +01:00
Mic Bowman
3fe22126ca First pass at moving object property requests into a queue similar
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.

This is experimental code.
2011-04-13 15:37:25 -07:00
Justin Clark-Casey (justincc)
c81f5bfc5c Adjust the quanterions used in the rez coalsced object tests to get sensible bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
2011-04-13 22:29:12 +01:00
Melanie
ccd6e5d071 Merge branch 'master' into careminster-presence-refactor 2011-02-16 02:41:49 +00:00
BlueWall
c75e916ccf Set filter to send proper rotations for root part
This allows the root prim, alone or in a set, to send it's
	rotation. This fixes unsitting the avatar on sit-offsest
	type teleports where the sit target is in the root prim of
	a linkset.
2011-02-13 07:42:53 -08:00
Melanie
3889e68c54 Merge branch 'master' into careminster-presence-refactor
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
	OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
	OpenSim/Services/Connectors/SimianGrid/SimianGridMaptileModule.cs
	OpenSim/Services/GridService/HypergridLinker.cs
2011-02-07 22:08:53 +00:00
Kevin Cozens
034327b51f Send object date to viewer in microseconds (Fixes mantis bug #3990) 2011-02-04 20:55:41 +00:00
Kitto Flora
61b7ec5fb5 Fixing AbsolutePosition to correct llSensor in vehicles 2010-12-26 22:52:03 +00:00
Melanie
b17150c3e8 Fix the corner casse of stack overflow when logging out with attachments 2010-12-25 08:05:42 +01:00
Melanie
0aeafc9919 Fix the recent stack overflow 2010-12-25 07:25:56 +01:00
Melanie
b16f4024db Update child prim group positions in moving vehicles 2010-12-24 21:04:10 +01:00
Melanie
62e66b17bc Make sure the material is set on physical prims 2010-12-15 17:54:57 +01:00