Commit Graph

814 Commits

Author SHA1 Message Date
Teravus Ovares
b2243079ea * Trying a space/collision optimization technique in ODE. Let me know if you see a difference. 2007-11-16 18:30:25 +00:00
MW
483377adae More cleaning up when deleting regions from a instance. NOTE: IGridServices.DeregisterRegion() method needs implementing for grid mode. 2007-11-16 13:39:11 +00:00
Teravus Ovares
b63076c303 * ODE step two on the way to separate dynamic space allocation ( One more to go ) 2007-11-16 08:53:37 +00:00
Teravus Ovares
9020ec5af9 * Fixed object edit movements causing full object updates instead of terse object updates since unlinking. 2007-11-16 08:52:03 +00:00
Teravus Ovares
179695909a * Implemented the little friendly pop tooltip messages that appear when you hover your mouse over prim with the object name, description, ownerid.. etc. 2007-11-15 07:32:24 +00:00
Teravus Ovares
3cb2b5eb66 * Copied objects are now owned by the object copier (Next Owner) (however next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself.  The rest of the permissions functionality is still unchanged.  Admin can delete any object..  etc.
2007-11-14 11:56:57 +00:00
Teravus Ovares
9a00c26dfe * Possibly resolved the excess sim lag.
* Warning: Only try on Linux, Windows builds still have a terrain database problem.
2007-11-14 01:04:19 +00:00
Teravus Ovares
9f6b3e2357 * Added AvatarPicker in Standalone mode. Works for finding avatar to ban, manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
2007-11-13 22:48:19 +00:00
Sean Dague
eb41ec00c9 first pass on unlinking of objects. From Jay Clarke (IBM) 2007-11-13 19:57:11 +00:00
MW
448612db62 Added "remove-region <region name>" console command that "should" remove the named region/scene. 2007-11-13 16:31:11 +00:00
Jeff Ames
ae4312a698 replaced exception when sitting and typing with rather amusing getting up and sitting back down animation 2007-11-13 13:47:03 +00:00
MW
297cc7ef4f Some work on cleanly removing Regions. 2007-11-13 12:23:05 +00:00
Teravus Ovares
10b41ba455 * Fixed the walk vs fall animation.
* Tweaked a few things
2007-11-13 05:10:14 +00:00
Teravus Ovares
57b646b7ae * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence
* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-13 03:18:54 +00:00
Jeff Ames
3d10dbf233 added IDs for all built-in animations 2007-11-13 02:30:43 +00:00
Teravus Ovares
d9d35f9fd7 * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
* All thanks to unimplemented packet listing :D
2007-11-12 23:46:26 +00:00
Teravus Ovares
5952441fcc * Added a lot of Glue to help with reporting proper collisions.
* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12 21:45:49 +00:00
Jeff Ames
ad002835d3 enable typing animation for chat, maybe 2007-11-12 20:25:59 +00:00
Dalien Talbot
8039c31e88 Patch from Mathias Soeken (thanks Mathias!) to take care of the color
and alpha argument of the llSetText command.
2007-11-11 22:23:34 +00:00
Jeff Ames
33ac0653a3 fixed chatting while sitting 2007-11-11 04:44:52 +00:00
Teravus Ovares
ec77e1eb17 * adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example. 2007-11-11 00:08:18 +00:00
Teravus Ovares
90274434c6 * Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-09 13:45:42 +00:00
Teravus Ovares
fcc276a68d * Fixed occasional character drift caused by sim not sending the avatar's final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08 15:22:36 +00:00
Jeff Ames
fc3e247956 fixed non-ASCII chat and IM 2007-11-08 07:14:46 +00:00
Jeff Ames
0b4e15bc35 converted hard-coded chat type values to ChatTypeEnum 2007-11-08 03:11:10 +00:00
Teravus Ovares
9e9dad1cde * Added Rotational Velocity reporting for Client Interpolation to Terse Updates
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-08 00:10:40 +00:00
Sean Dague
2884112227 move Sun into a Region Module, pass 1. Currently this works fine with
a fixed 30 minute day and the sun going East -> West again.  It gets rid of
super noon as well.  It's a bit debug heavy right now, which I'll clean up
tomorrow.  I also plan to make time progression configurable in OpenSim.ini,
but that will be tomorrow.
2007-11-07 22:22:32 +00:00
Jeff Ames
f86a65f14b refactored some duplicate SceneObjectGroup searching code in Scene 2007-11-07 02:42:18 +00:00
lbsa71
f6c8c10d3f * Substituted som 'GenericCall' with Action<>
* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client
* Fixed SendOwnWearables to always operate on self, as that's what it does
2007-11-05 14:38:58 +00:00
MW
73fbacea1f Started to cleanup/close down childagent connections when a user teleports. As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
2007-11-05 13:58:44 +00:00
lbsa71
e1e611452b * UpdateWearable should SendOurAppearance
* Ignored some bins
2007-11-05 09:16:42 +00:00
Charles Krinke
7eff1572cb Thank you, Teravus for: Solution for 'after using physical prim with MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX. 2007-11-05 04:33:06 +00:00
Jeff Ames
76aa5b81b0 removed duplicated BOMs 2007-11-05 02:48:05 +00:00
MW
d56ed8fe9c Some more refactoring 2007-11-04 22:22:53 +00:00
Jeff Ames
2d1c255e8c normalized line endings 2007-11-04 14:34:45 +00:00
MW
e50a2e2ce2 Applying Teravus patch # 557. Some glue code for the updating of prim's velocity. 2007-11-04 14:06:41 +00:00
MW
039f2c46c0 Added support for OpenSim application plugins (as requested by Adam), which use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
2007-11-04 13:48:15 +00:00
darok
bcc0f3265d Fixes a bug with a ZERO Quaternion when creating a prim. 2007-11-03 20:50:11 +00:00
darok
fbf3c6a768 Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D 2007-11-03 19:33:00 +00:00
MW
dabbdec2cd First part of Scene refactoring:
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). 
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
2007-11-03 19:14:22 +00:00
MW
add6fb9722 tiny commit to prepare for the first proper part of Scene.cs refactoring. 2007-11-03 19:03:56 +00:00
darok
f8e0cf0f1d Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications. 2007-11-03 10:25:43 +00:00
lbsa71
4fad66f855 * Diuerse beavtificatems 2007-11-01 19:19:05 +00:00
Charles Krinke
8af272b3ab Thank you, Melanie for solving: When receiving an ObjectAdd packet, the Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation. 2007-11-01 03:56:54 +00:00
Charles Krinke
41e71e5548 Thank you Melanie for a patch to SceneObjectPart.cs so that on first transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set. 2007-11-01 02:49:33 +00:00
Jeff Ames
dbcab80520 fixed bug with user not getting land properties on login 2007-10-31 09:50:36 +00:00
MW
a9ad16b13a some small changes 2007-10-31 09:18:24 +00:00
Jeff Ames
13854d562f fixed filenames in log messages 2007-10-31 07:56:31 +00:00
Jeff Ames
7f0d836d35 made illogical bitwise operations logical 2007-10-31 05:29:51 +00:00
Charles Krinke
33d6222e8d Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins. 2007-10-31 04:18:34 +00:00