Jeff Ames
6ef9d4da90
Formatting cleanup.
2008-08-18 00:39:10 +00:00
Melanie Thielker
5469c0d6f8
Fix one more instance of a bad bit value for the collision event
2008-08-04 21:30:12 +00:00
lbsa71
8e869b2fff
* Changed a number of field names to ccc (public members shouldn't be called m_)
2008-07-26 21:22:15 +00:00
Dahlia Trimble
c12d4d21e3
Modified ResetChildPrimPhysicsPositions() to allow archiving and physics to coexist peacefully (as per justincc's recommendations)
2008-07-26 19:51:17 +00:00
Dahlia Trimble
287674296e
reinstated ResetChildPrimPhysicsPositions() as some prims had bad/missing proxies without it
2008-07-26 01:58:13 +00:00
Justin Clarke Casey
d954f46a0a
* Stop the HasGroupChanged flag being reverted for newly restored prims which need to be persisted to the db
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* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
2008-07-25 17:48:58 +00:00
Justin Clarke Casey
fd4e703f25
* Remove dumb bug I put in which meant that an archive save would never complete if there were any missing assets
2008-07-25 15:18:24 +00:00
Dr Scofield
031e140761
From: Christopher Yeoh <yeohc@au1.ibm.com>
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The LL Server sets the CreateSelected flag for a prim when sending a
property update when objects are linked. The following patch
gets OpenSim to do the same.
2008-07-25 10:13:26 +00:00
Jeff Ames
80d8e2889e
Update svn properties. Formatting cleanup. Remove a compiler warning.
2008-07-23 13:24:25 +00:00
Melanie Thielker
8ae7dc628b
Make the max sizes of physical and nonphysical prims configurable in OpenSim.ini
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Defaulted to 65536 and 10, respectively
2008-07-20 15:19:26 +00:00
Melanie Thielker
bcf74416a1
Fix prim link numbers (Mantis #1781 )
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
2008-07-19 04:05:34 +00:00
Justin Clarke Casey
eb63b9bbc1
* Actually persist restored archives to the database - wasn't actually doing this before (doh)
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* Not quite perfect yet
2008-07-13 00:18:29 +00:00
Justin Clarke Casey
23c4a409b7
minor: method documentation
2008-07-12 21:43:35 +00:00
Justin Clarke Casey
654b3424c7
* Remove warning and tidy up logic in SceneObjectGroup.UpdatePrimFlags()
2008-07-12 19:05:12 +00:00
Justin Clarke Casey
4e7dd0d919
* Start compressing archives
2008-07-12 18:54:21 +00:00
Charles Krinke
38da8960e9
Mantis#1707. Thank you, Melanie for a patch that:
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This patch limits the maximum size of prims that can be created using libsl bots
or modified clients to 65536mper side. It also limits LSL functions to that size.
If a prim is already physical, the enforced constraint is 10m.
A prim that is larger than 10m cannot be turned physical, either via script or UI.
Linksets are handled correctly, so scaling of physical linksets is constrained by
the size of it's largest component prim. Also, turning linksets physical is based
on the size of it's largest ptim.
2008-07-10 03:13:29 +00:00
Charles Krinke
9a0ef22ed9
Mantis#1616. Applied Melanie's patch. This may or may
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not break trunk.
2008-06-28 16:08:12 +00:00
Dr Scofield
748f72326d
last round of warning squashing. calling it a day now.
2008-06-27 23:03:39 +00:00
Justin Clarke Casey
9bf67201c3
* Remove responsibilty for signalling scene object change from SceneObjectPart.SendFullUpdate()
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* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
2008-06-27 16:36:19 +00:00
Justin Clarke Casey
6175021300
* refactor: Remove group changed responsibilty from ScheduleGroupForTerseUpdate
2008-06-27 15:04:35 +00:00
Justin Clarke Casey
c299953ce5
* Remove SOG.SendGroupFullUpdate() group changed responsibility
2008-06-27 14:46:44 +00:00
Justin Clarke Casey
d34a46eae1
* refactor: Move responsibility for deciding whether a group should be repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
2008-06-27 14:39:21 +00:00
Justin Clarke Casey
836557a2f7
* refactor: fission InnerScene.AddSceneObject()
2008-06-27 14:25:36 +00:00
Justin Clarke Casey
c9b41bdc4e
* Add extra backup parameter to InnerScene.AddRestoredSceneObject()
2008-06-27 14:15:14 +00:00
Justin Clarke Casey
ca88e3580b
* archive each object as a separate xml file rather than put them all in one single large file
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* this is being done for reasons of compositionality
2008-06-21 23:45:22 +00:00
Justin Clarke Casey
e19a76377c
* Refactor: Fold sog.DeleteParts() functionality into existing sog.DeleteGroup()
2008-06-21 20:12:01 +00:00
Justin Clarke Casey
b290ce405f
* Remove a bug I created in r5171 where taking an object would terminate the client session
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* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
2008-06-21 19:56:19 +00:00
Justin Clarke Casey
3a111650cb
* minor: override the name of the sog such that it gets/sets the root part name
2008-06-21 18:11:45 +00:00
Justin Clarke Casey
16d0a895cb
* Refactor: Move the responsibility for applying physics and sending the initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
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* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
2008-06-17 20:36:21 +00:00
Justin Clarke Casey
33d32355a1
* refactor: Remove largely duplicate code from SceneXmlLoader.CreatePrimFromXml2()
2008-06-17 17:23:00 +00:00
Justin Clarke Casey
1898674254
* minor: Get rid of rogue "Current node RootPart" message in the SceneObjectGroup
2008-06-16 22:03:15 +00:00
Justin Clarke Casey
7cdedcaf0e
* minor: Remove and tidy duplicate 'storing object to scene' messages in log
2008-06-12 18:18:59 +00:00
Justin Clarke Casey
8714833986
* refactor: For new objects, move attach to backup to occur when adding to a scene, rather than on creation of the group
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* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
2008-06-12 17:49:08 +00:00
Justin Clarke Casey
74017a4331
* refactor: rename CreatePrimFromXml to CreatePrimFromXml2
2008-06-12 16:54:04 +00:00
mingchen
5ab5991676
*Fixing another object counting bug
2008-06-07 00:24:43 +00:00
Teravus Ovares
8c507b633b
* Added Light control from script in LLSetPrimitiveParams.
2008-06-06 22:28:52 +00:00
Teravus Ovares
c892ddcd20
* This wraps the autopilot request to the client's sit response. An interesting, but successful way to do it.
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* This also takes care of a few error situations that were previously never seen.
2008-06-06 12:51:20 +00:00
Teravus Ovares
83bd85ce7f
* Fix string literal with URL + LLcommand();
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
2008-05-29 16:21:41 +00:00
Justin Clarke Casey
bf7c557f57
* Minor: method documentation fiddling in SceneObjectGroup
2008-05-26 02:17:03 +00:00
Justin Clarke Casey
5c8a93c426
* Extract and boil down necessary texture UUIDs for an archive of the scene prims
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* no user functionality yet
2008-05-26 01:50:40 +00:00
Jeff Ames
5d77625e9a
Update svn properties. Formatting cleanup.
2008-05-25 23:27:38 +00:00
Teravus Ovares
c20f7d6171
* A hacky Top Scripts display. It isn't accurate as far as ms accounting, however you can use it to help find out what scripts are causing your simulator to cry.
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* Access it from the Estate tools/Debug tab.
2008-05-25 20:50:45 +00:00
Charles Krinke
36b8196f7a
Thank you kindly, Tiffany for a patch that helps:
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Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
2008-05-25 19:21:21 +00:00
Teravus Ovares
29092d3999
* phantom sculpties don't request the sculpt texture anymore.
2008-05-25 04:15:32 +00:00
Justin Clarke Casey
86c46e92cd
* Disabling isSelected check on object persistence backup (at least temporarily), since it appears we sometimes either don't receive or don't register deselect packets when
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prims are shift copied.
* A better long term solution may be to address the problem of why we're not always seeing the deselects
2008-05-25 01:09:14 +00:00
Justin Clarke Casey
bc92d72828
* Refactor: Collapses parts of different code paths in scene used when deleting and unlinking an object
2008-05-25 00:09:08 +00:00
Justin Clarke Casey
f3067ce6f9
* Refactor: Change previous commits Object methods to SceneObject methods instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24 22:45:13 +00:00
Justin Clarke Casey
79eecd3d25
* Refactor: Renaming various *Entity*() methods to *Object*() methods on the basis that they all take SOG parameters to improve code readability for now
2008-05-24 22:10:14 +00:00
mingchen
d04443b4fe
*Refactor of the LandManagementModule that allows OpenSim to run without it
2008-05-23 15:12:15 +00:00
Justin Clarke Casey
1f57fd4bec
* Minor: Tidy ups and logging tweaks.
2008-05-22 00:41:03 +00:00