Commit Graph

452 Commits

Author SHA1 Message Date
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)
c94dc95844 fix undo when resizing of non-root individual prims in a linkset
undo resize, rotation and position still needs fixing when only editing root prim of a linkset
2011-07-19 03:27:16 +01:00
Justin Clark-Casey (justincc)
430a4aeba8 Fix undo for resizing linksets
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first.  This applies to single prims and linksets.  Need to look into this.
2011-07-19 03:01:54 +01:00
Justin Clark-Casey (justincc)
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)
f5ddf37112 Replace ifs in SOG.GroupResize() with Math.Min()
Also fiddle a bit with undo.  This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
2011-07-16 05:23:21 +01:00
Justin Clark-Casey (justincc)
9a80adf33a remove now unncessary parts of SceneObjectGroup.Resize() 2011-07-16 04:49:21 +01:00
Justin Clark-Casey (justincc)
2b68ac4ba3 refactor: Push all part resize code down into SceneObjectPart.Resize() 2011-07-16 04:22:57 +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)
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)
27fae36a21 remove the need to supply SceneObjectGroup.GroupResize() with a localId.
This is utterly pointless scene we already know which sog we're dealing with.
2011-07-16 02:53:36 +01:00
Justin Clark-Casey (justincc)
50bd48542c Add very basic test for resizing a scene object with one prim 2011-07-16 02:44:00 +01:00
Justin Clark-Casey (justincc)
da7340b9fb If resized shape is a mesh/sculpt, leave it to the mesh asset callback to trigger the physics actor taint.
In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
2011-07-16 01:42:56 +01:00
Justin Clark-Casey (justincc)
18652eb87e Fix physics proxy regeneration when a mesh with more than one submesh is resized
Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
root
b5fcd2caba Fix some local id issues in physics glue 2011-07-15 20:11:12 +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
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)
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)
01b98c2e62 refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable 2011-07-11 02:18:19 +01:00
Mic Bowman
ad84728aba Add localID to physical object creation functions. 2011-06-15 11:31:32 -07:00
Mic Bowman
29da57e380 Add the PhysActor to the correct SOP when duplicating a physical
prim. Thanks, MisterBlue
2011-06-15 11:26:45 -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
4d324f1b74 Change setter on changed flags to public so modules can reset it 2011-05-26 16:29:00 +02:00
Melanie
28c25d8477 Allow disabling the legacy backup mechanism to avoid the object clone if
backup is not used.
2011-05-24 04:03:51 +01:00
Melanie
62e0c96036 Allow disabling the legacy backup mechanism to avoid the object clone if
backup is not used.
2011-05-24 03:37:25 +02:00
Diva Canto
73caa4e94a Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again. 2011-04-29 08:42:51 -07:00
Diva Canto
9892e115cc Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service. 2011-04-28 20:19:54 -07:00
Melanie
d1913f2429 Merge branch 'master' into careminster-presence-refactor 2011-04-18 20:17:29 +01:00
Mic Bowman
452ae375f0 Merge branch 'master' into test-merge0418 2011-04-18 11:29:43 -07:00
Melanie
474910c9d6 Merge branch 'master' into careminster-presence-refactor 2011-04-17 18:48:53 +01:00
Justin Clark-Casey (justincc)
aaf9125869 simplify coalesced object tests by using existing scene object set up utils
this change makes it possible to set an absolute position on a group before it is put into a scene.
2011-04-14 17:33:55 +01:00
Mic Bowman
69d014e1dc 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.
2011-04-12 15:58:57 -07:00
Melanie
738daadace Merge branch 'master' into careminster-presence-refactor 2011-04-08 04:16:29 +01:00
Justin Clark-Casey (justincc)
8318915d7e Signal prim count taint if the AbsolutePosition of a scene object changes.
This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
2011-04-06 20:48:00 +01:00
Melanie
407c2b1823 Merge branch 'master' into careminster-presence-refactor 2011-04-06 09:22:55 +01:00
Justin Clark-Casey (justincc)
2497962360 Change some text to make the autoreturn mechanism more obvious, and align with the fact that it's one word rather than two. 2011-04-05 22:25:00 +01:00
Tom
f7276dda02 Flag root prim changes for persistence 2011-03-27 14:20:25 -07:00
Tom
2d2a1acfae Upgrade terse to full update on root rotation change. Not entirely sure why, but it seems that the terse update causes the first prim to rotate improperly on occasion (only temporary, it's fixed by the full update on deselect, but this will prevent confusion.) 2011-03-27 13:43:32 -07:00
Tom
553a195493 Fix issues with UpdateRootRotation and also increase efficiency 2011-03-27 13:09:19 -07:00
Kitto Flora
b6dda231f2 Corrections for Avatar Auto-pilot target; add llStopMoveToTarget() for Avatar-attached. 2011-02-04 17:31:52 +00:00
Melanie
72048169c0 Taint SOGs the right way 2011-01-10 22:02:09 +01:00
Melanie
f2dd324bc8 Fix linking link sets to rotated prims. 2010-12-26 20:42:47 +01:00
Melanie
62e66b17bc Make sure the material is set on physical prims 2010-12-15 17:54:57 +01:00