UbitUmarov
79e47eb60e
some changes in link/unlink code, bypassing complex variables set methods
2014-09-22 23:32:55 +01:00
UbitUmarov
ea4a526095
a few more changes on link/unlink
2014-09-22 16:09:39 +01:00
UbitUmarov
bcaf202e34
update scenegraph group find by part information in sog link, so script link functions do update that also.
2014-09-22 13:59:23 +01:00
UbitUmarov
51697944b6
dont send fullObjectUpdate on deselect
2014-09-09 00:09:39 +01:00
UbitUmarov
8e15d4ad57
limit number of prims on physical objects. Not all cases covered still
2014-09-08 23:58:49 +01:00
UbitUmarov
0295e6822d
some cleanup ( well or not )
2014-08-22 20:01:07 +01:00
UbitUmarov
ad6f942279
add filter sog updates
2014-08-21 06:11:19 +01:00
UbitUmarov
e296f25445
sitting avatars hidding by their position. This is not as SL that uses
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avatar sitting on root prim. All cases have good and bad situations, this is
simpler. Only SOG position changes triggers checks, rotation alone will
not. ( as happens in other cases ) (UNTESTED, as usual )
2014-08-01 19:52:55 +01:00
UbitUmarov
c3b5a6c2ab
change how sounds work. May be bad.. needs testing
2014-07-27 08:18:27 +01:00
UbitUmarov
43cf184603
clear script controls on crossing (untested)(possible should be done
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elsewhere/othe way)
2014-07-26 16:56:21 +01:00
UbitUmarov
fe900b28c6
CrossPrimGroupIntoNewRegion does keyframes and physics crossing fails, so
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revert previus change assuming it didnt. remove a no longer needed else {}
2014-07-22 15:56:20 +01:00
UbitUmarov
ed905418b3
consider that CrossPrimGroupIntoNewRegion removes DIE_AT_EDGE and
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RETURN_AT_EDGE from simulation
2014-07-22 15:47:42 +01:00
UbitUmarov
f9fdf26ec3
make ResetChildPrimPhysicsPositions only do what it is supposed to do and
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not what AbsolutePosition does
2014-07-22 15:13:37 +01:00
UbitUmarov
cf132430ae
tell scripts about positions changes after they are actually changed
2014-07-22 14:50:17 +01:00
UbitUmarov
5269511339
dont try to cross with avatars on DIE_AT_EDGE or RETURN_AT_EDGE sog
2014-07-22 14:31:47 +01:00
UbitUmarov
0e4a9e35c7
bug fix. Child position got broken because first prim i parts array may
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not be the root prim
2014-07-22 04:10:51 +01:00
Melanie Thielker
159fcbf150
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2014-06-21 00:39:55 +02:00
Melanie Thielker
a30ad71651
Guard against Scene being null in attachments it the wearing avatar is in the process of logging out.
2014-03-25 03:17:44 +01:00
Melanie
4ccb15290e
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2014-01-28 20:47:36 +00:00
Justin Clark-Casey (justincc)
68cbccb288
Merge branch 'justincc-master'
2014-01-10 20:37:14 +00:00
Oren Hurvitz
da47bcae3e
When moving the root prim of an attachment: a) Change the attach position; b) Move the other prims in the reverse direction to compensate
2014-01-10 20:24:11 +00:00
Justin Clark-Casey (justincc)
5e72de1908
Merge branch 'justincc-master'
2014-01-10 20:19:38 +00:00
Oren Hurvitz
13f31fdf85
Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.
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Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
2014-01-10 19:37:59 +00:00
Melanie
e79fab91db
Intermediate commit. Sill errors.
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Data/SQLite/SQLiteUserProfilesData.cs
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Services/UserProfilesService/UserProfilesService.cs
2014-01-05 20:12:32 +00:00
Melanie
f69e91dc2d
This is the acutal sitting avatar crossing code. This commit implements the
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actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
2013-12-16 22:08:02 +00:00
Melanie
5b73b9c4a8
Committing the Avination Scene Presence and related texture code
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
2013-12-11 01:39:56 +00:00
teravus
ece2d24077
* Fixes cases where Last Attachment Point gets overwritten with 0 when it shouldn't
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* Fixes cases where Last Attachment Point doesn't get written when it should.
* Fixes Null Reference in BaseHttpServer when shutting down, null path provided.
* Drop then Wear retains Last Attachment Point
2013-10-05 17:36:58 -05:00
Melanie
72206a0e29
Merge branch 'avination-current' into careminster
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
2013-09-16 22:32:53 +01:00
Melanie
ddf67bf929
Mono 2.0 fix - call ToArray() explicitly
2013-09-08 19:41:51 +02:00
Melanie
ffcee82b1d
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2013-06-30 18:27:30 +01:00
Justin Clark-Casey (justincc)
ce9b1320d2
Improve situation where editing just the root prim of an attachment causes other prims to be set to very far off positions on reattach.
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Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334
However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions.
2013-06-25 00:41:46 +01:00
Justin Clark-Casey (justincc)
4b00203fa5
Tidy up SOG.UpdateRootPosition() to eliminate unnecessary copying of Vector3 structs
2013-06-25 00:15:55 +01:00
Melanie
25ed1658ca
Merge branch 'master' into careminster
2013-06-23 01:35:09 +01:00
Melanie
4bf1afe300
Fix prim locking to behave like SL
2013-06-23 01:34:35 +01:00
Melanie
8e9d6c6c56
Fix prim locking to behave like SL
2013-06-23 01:14:07 +02:00
Melanie
9975c5674c
Merge branch 'master' into careminster
2013-06-13 02:49:43 +01:00
Melanie
689969e143
* This fixes having to select and deselect prim to get keyframemotion to start running when pulled from data storage.
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Conflicts:
OpenSim/Data/SQLite/SQLiteSimulationData.cs
2013-06-13 02:50:39 +01:00
teravus
3357300362
* This fixes having to select and deselect prim to get keyframemotion to start running when pulled from data storage.
2013-06-12 18:13:00 -05:00
Melanie
fe4a67efb6
Merge branch 'avination-current' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
2013-06-06 03:20:15 +01:00
Melanie
81ad9255b5
Hook up Keyframe motion to almost everything. Failing to cross a sim border
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may yield unexpected results in some cases. No database persistence yet,
2013-06-06 03:03:05 +01:00
Melanie
a348c8e44a
Allow Linden trees to preserve their type when taken into inventory and rezzed again. Allow Linden trees to be sensed by LLSensor as PASSIVE objects.
2013-05-26 14:11:48 +02:00
Melanie
e2e839a0cd
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
2013-05-24 01:11:49 +01:00
Justin Clark-Casey (justincc)
eb2bd9d203
minor: Remove unnecessary duplication of AbsolutePosition Vector3 in SOG.Copy()
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As a struct, Vector3 has already been cloned by MemberwiseClone()
2013-05-24 00:46:58 +01:00
Justin Clark-Casey (justincc)
9b56f99326
Fix bug where a cloned object would report the wrong llGetNumberOfPrims() when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
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This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
2013-05-23 23:52:07 +01:00
Melanie
13cd8c17d7
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
2013-05-11 02:35:26 +01:00
Justin Clark-Casey (justincc)
3290cd09d3
remove pointless region handle paramter from IClientAPI.SendKillObject()
2013-05-09 18:12:17 +01:00
Justin Clark-Casey (justincc)
2cb2f1d7e3
Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims.
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This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
2013-05-09 18:02:19 +01:00
Melanie
9b83e53b28
Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet.
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NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
2013-03-31 21:59:44 +01:00
Melanie
4bf9c4bbb8
Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet.
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NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
2013-03-31 20:25:32 +02:00
Melanie
5f4c4df227
Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMask
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
2013-03-26 03:40:06 +00:00