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
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* 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.
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* 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.
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* Revert this once we get a working logoff.
2007-11-30 01:20:31 +00:00
lbsa71
7704bb6f63
* Fixed neighbour range bug
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* 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.
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* 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.
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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)
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* 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
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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.
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* 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.
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* 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
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* 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:
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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
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* 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.
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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
lbsa71
849eaffbe5
* Applied patch #418 : copyright-r2012.patch - some errors, but got most thru
2007-10-15 07:10:21 +00:00
lbsa71
b77bf18079
* Just extracted a standard ToXml() on SceneObjectGroup
2007-10-12 19:31:37 +00:00
MW
86e5f82cb1
Some changes to the sending of updates of SceneObjects to clients, that I did a few weeks ago but never committed (and never completely finished what I had planned).
2007-10-11 10:50:55 +00:00
lbsa71
b9808f8314
* First example of moving stuff to a Region layer
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* Also, changed RegionPresence to 'RegionSubscription' - let's just see where we land with this...
2007-09-21 04:58:40 +00:00
lbsa71
409bcd999d
* Continuing refactoring of presence
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* Deleted stub ScenePresence.Body.cs
* Added stub Region classes
The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
2007-09-21 03:13:49 +00:00
lbsa71
ca611c6668
* even more renaming and refactoring; the cleaning woman is on call.
2007-09-20 23:47:32 +00:00
lbsa71
7335e5710b
Rev 1971 : The Lbsa71 vintage commit
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* Refactored to prepare for some serious restructuring
2007-09-20 13:04:51 +00:00
lbsa71
8f0b03597b
* Modernized ScriptManager to new interface-based module calls.
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* 'remove redundant this qualifier' ftw
2007-09-19 00:30:55 +00:00
Sean Dague
dddf61953b
added ability to update group position
2007-09-14 08:55:22 +00:00
MW
3a1ddca8a1
Fixing namespace problems
2007-09-11 14:33:32 +00:00
MW
04cf04600c
Applied ldvoipeng's patch [ #360 ], sorry for it taking so long to apply it. If in future anyone's patch hasn't been applied within a few days, please can someone kick one of the developers with svn access.
2007-09-11 14:18:34 +00:00
MW
15423539f9
hooked up sdague new sqlite asset database provider to the old asset system. So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
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Needs more testing, so if it causes problems will have to swap back to db4o.
2007-09-10 06:45:54 +00:00
MW
c29df824c2
Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
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Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having.
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance.
Some early work to prepare for improving the way clients are updated (about prims etc).
2007-09-08 07:50:31 +00:00
MW
804e87861b
added experimental method of trying to relieve missing prim problem (by adding a limit of the number of prim update packets sent in each update loop).
2007-09-06 14:15:16 +00:00
MW
a7f7dfc0dc
few small changes (all work in progress).
2007-08-29 19:09:45 +00:00