Commit Graph

97 Commits

Author SHA1 Message Date
Teravus Ovares
7fdfeb5830 * Added Active(physical) object count to the SimStatsReporter 2007-12-14 00:49:40 +00:00
lbsa71
1cf4278862 * Debugging Shape
* Adding namesetting to Create
2007-12-13 14:47:44 +00:00
lbsa71
ffd60baa48 * The 'Create' functions should be called to factor up a new, otherwise empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
2007-12-11 13:30:08 +00:00
Charles Krinke
22acc23755 Great Salutations to Alondria for providing implementations for:
llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture,
llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture,
llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot.
With these changes the "kan-ed" script #2 should be working.
2007-12-10 21:38:01 +00:00
Jeff Ames
e278d07220 refactored ChatModule a bit.
misc cleanup and code convention fixes.
2007-12-10 02:29:42 +00:00
Adam Johnson
3d938f76b7 Updates to LibSL revision 1498. Thanks Johan! 2007-12-07 08:54:31 +00:00
Teravus Ovares
57f666497b * Added hacked support for 'anyone can move' and 'anyone can copy'.
* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly.  They may automatically allow anyone to modify them, (which you'll then have to un-set).  
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
2007-12-07 07:42:03 +00:00
Teravus Ovares
bb824eadee * Refactored Permissions into ScenePresence as requested by MW
* Un-hackerized generating the client_flags 
* Now handling the ObjectPermissions Update packet 
* Warning: Backup your prim before updating.  If you fail to do so and something goes wrong then, All Yr prim are belong to us!
2007-12-05 06:44:32 +00:00
Jeff Ames
a24b6fe924 fixed a few compiler warnings under mono (committed from a train, with adjohn and afrisby, enroute to a wine cave with the worst wine in the world) 2007-12-05 04:16:20 +00:00
Teravus Ovares
77dd997ef1 *disabled some confusing code regarding permissions 2007-12-04 23:58:44 +00:00
Jeff Ames
f195725db4 keeping opensim safe for children -- made some namespace references less explicit 2007-12-04 22:14:53 +00:00
lbsa71
c1fdba8a6f * Some more ApplyPhysics voodoo 2007-12-04 16:41:20 +00:00
lbsa71
bf8239c7fa * ApplyPhysics now creates the PhysActor as well. 2007-12-04 13:46:18 +00:00
Adam Frisby
be7ae3dd3e * Removed 12 compiler warnings. 2007-12-04 08:18:09 +00:00
Teravus Ovares
95c68a316a *Refactored the initial raytracer so it doesn't use the Parent reference.
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
2007-11-30 16:29:23 +00:00
lbsa71
6e22faf73e * Refactored away permissions and physics flag duplications 2007-11-30 09:42:36 +00:00
lbsa71
d2b1b54f49 * Removed permissions flag appliance from Xml deserialization
* Various code convention compliance
2007-11-30 08:08:14 +00:00
Teravus Ovares
31cec30aa0 * Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
2007-11-30 04:54:15 +00:00
Teravus Ovares
5eb091ceee * Temporary fix for 'User already online' issue in standalone mode.
* Revert this once we get a working logoff.
2007-11-30 01:20:31 +00:00
lbsa71
7704bb6f63 * Fixed neighbour range bug
* Various refactorings
2007-11-29 15:27:57 +00:00
Teravus Ovares
1ecd803e87 * added some functions for use in raytracing. They're kind of crappy now, so they only display 'guesses' on the console when you rez a prim.
* any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
2007-11-23 05:56:35 +00:00
Teravus Ovares
5a71d03b7a *Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
2007-11-20 04:38:08 +00:00
Jeff Ames
924026d01c cleaned up some mono compiler warnings 2007-11-18 15:14:37 +00:00
Teravus Ovares
46ccfa1741 * Found several cases where prim set physical were not subscribing to physics events. 2007-11-18 13:37:02 +00:00
MW
a4a1ff3d9b Added ClickAction property to SceneObjectPart (and the relevant changes in IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client. 2007-11-17 12:03:20 +00:00
Jeff Ames
a473289738 minor cleanup of some dodgy bits 2007-11-17 08:14:17 +00:00
Teravus Ovares
5fd2fa687e * Resolved the situation where prim is loaded from storage and when pushed never stops. 2007-11-16 22:13:13 +00:00
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
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
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
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
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
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
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
MW
e50a2e2ce2 Applying Teravus patch # 557. Some glue code for the updating of prim's velocity. 2007-11-04 14:06:41 +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
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
dan miller
f5195a453c Tevarus' patch for object flags & implemented Phantom edits 2007-10-30 23:38:56 +00:00
lbsa71
67e12b95ea * Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
MW
3d8219f6c7 as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00
MW
27f003b683 Started the process of cleaning up AssetCache and moving most of the code into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache. 2007-10-29 09:51:23 +00:00
MW
0f1604a53f Couple of small changes to Xml serialising of SceneObjectGroups (shouldn't effect anything). 2007-10-16 11:16:25 +00:00