Commit Graph

329 Commits

Author SHA1 Message Date
Adam Frisby
29eec33506 * Abstracted some methods from SceneObjectGroup to allow them to be overridden more easily. Specifically object creation from XML. 2008-11-16 04:40:36 +00:00
Homer Horwitz
3fdc445dd1 Prevent NRE if you do a llSetStatus(STATUS_ROTATION...) on an object that isn't physical. 2008-11-15 17:19:35 +00:00
Melanie Thielker
47a5d71b7e Prevent pieces from other people's HUDs from displaying at the center of
every user's HUD
2008-11-11 19:08:59 +00:00
Justin Clarke Casey
0bda2cf5bc * refactor: clean up SOG xml2 reloading to reuse more code 2008-11-10 21:06:26 +00:00
Justin Clarke Casey
5d1d5a22a9 * Extend basic scene test to retrieve the object from the scene and match uuids
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
2008-11-10 18:10:00 +00:00
Homer Horwitz
4da4941065 Mantis #2553: Thank you, idb, for a fix that helps to persist changes in prim attributes. 2008-11-08 19:55:33 +00:00
Justin Clarke Casey
bf9384d594 * Apply http://opensimulator.org/mantis/view.php?id=2582
* Send prim flags as booleans from LLClientView rather than in the native LL array
* Thanks idb
2008-11-07 22:57:32 +00:00
Justin Clarke Casey
54e10e5b61 * Stop requiring local ids in the SOG constructors.
* These are assigned when the object is attached to the scene
2008-11-07 21:07:14 +00:00
Justin Clarke Casey
eec8c6cd6e * Remove SceneObjectPart.AttachToScene() since the remaining instruction can be done by other means 2008-11-06 23:40:58 +00:00
Justin Clarke Casey
275048490c * eliminate unnecessary ScheduleFullUpdate() 2008-11-06 23:22:38 +00:00
Justin Clarke Casey
0d17ba2a76 * refactor: Attach a scene object to a scene separately from its construction 2008-11-06 22:21:25 +00:00
MW
1c2a0c78d9 Added a (xmlIgnored) SitAnimation property to SceneObjectPart. That allows the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
2008-11-04 16:39:28 +00:00
Melanie Thielker
efe3f3eb2a Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
2008-10-18 05:51:36 +00:00
Melanie Thielker
cc72ea532a Fix linking phantom and nonphantom prims. Make the error message more friendly
when estate_settings.xml is empty or missing
2008-10-12 16:40:18 +00:00
Melanie Thielker
acce65457c Fix the fix. Child prims were failing to load. 2008-10-11 23:59:46 +00:00
Melanie Thielker
6f2d077356 Fix llSetPos to handle child prims correctly. This will fix linked
sliding doors
2008-10-11 23:47:35 +00:00
MW
1edfbc652a very tiny change
XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
2008-10-10 15:02:40 +00:00
Justin Clarke Casey
48d86fb23f * Apply http://opensimulator.org/mantis/view.php?id=1207
* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
2008-10-07 14:49:12 +00:00
Jeff Ames
18d4216cf4 Update svn properties, minor formatting cleanup. 2008-10-06 23:08:52 +00:00
Melanie Thielker
c65b10caa2 Implement ForceOwnerPermissive and God TakeCopy 2008-10-06 07:21:13 +00:00
Melanie Thielker
1b678f062a Fix a number of errors in transfer of objects 2008-10-06 06:08:45 +00:00
Charles Krinke
e575ef7ad2 Revert r6697 patch as the build fails. 2008-10-06 00:58:43 +00:00
Charles Krinke
4f6cdc08d6 Mantis#1207. Thank you, TGlion for a patch that addresses:
Implementation of llModifyLand() and There is a bug on 
permission-check of land-terraforming: x an y-coordinates 
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of 
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
2008-10-06 00:46:27 +00:00
Melanie Thielker
ab260b5d23 Fix: Mantis#2326: Fix: privilege escalation through attach from ground
Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
2008-10-03 21:44:33 +00:00
Melanie Thielker
3902149e1b Implement temp-on-rez objecte really being temporary 2008-10-03 15:32:44 +00:00
Melanie Thielker
7f007d8ed0 Mantis #1360
Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
2008-10-03 12:00:13 +00:00
Dahlia Trimble
5eb433ae26 ApplyImpulse now forwards impulse in both local and global modes. 2008-09-29 19:01:45 +00:00
Charles Krinke
6758ecc403 Implement the plumbing for llSetVehicleType from the LSL
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
2008-09-28 22:38:59 +00:00
Charles Krinke
ebbbd37605 Added the plumbing for llSetVehicleRotationParam
in the classes between the LSL implementation and the
underlying physics engines.
2008-09-28 21:53:56 +00:00
Charles Krinke
3747862999 Plumb the connection though from llSetVehicleVectorParam
to the various physics engines. No connection to the 
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 20:20:32 +00:00
Charles Krinke
3397236c6c Plumb the connection through from llSetVehicleFloatParam
to the various physics engines. No connection to the 
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 18:36:30 +00:00
Teravus Ovares
e6f3181d3a * Updates the SQLite region database to support the same properties that the MySQL version does for the table, prims.
* If this causes any unit tests to fail, the tests need to be updated.
2008-09-18 17:47:29 +00:00
Jeff Ames
b4141f9e56 Formatting cleanup. 2008-09-13 22:07:07 +00:00
Homer Horwitz
ae9e4e8144 Update avatar-position while avatar is sitting and the prim is moved (#2159).
I decided to make ParentPosition a public property in ScenePresence, because
that's exactly what happens (the parent position changes on prim move).
2008-09-13 18:42:09 +00:00
Justin Clarke Casey
3f1dbae8e4 * minor: various doc and tidy up, logging increase to make it clearer which prim is failing a border crossing 2008-09-12 00:37:59 +00:00
Sean Dague
f141751cf9 From: alan_webb@us.ibm.com
Make CHANGED constants consistent with LSL, and consistent across the
code base
2008-09-09 14:51:41 +00:00
Jeff Ames
fae34bb10c Update svn properties, formatting cleanup. 2008-09-09 01:26:48 +00:00
Melanie Thielker
1034c1cdc1 Correct state handling and state event masks. Prims will now show
touch, pay, etc script states correctly.
2008-09-08 22:19:06 +00:00
Melanie Thielker
41a68ca5db Fix component order on a quaternion for the sit target. This caused
sit positions to be upside down until the script was reset.
2008-09-08 19:57:28 +00:00
Melanie Thielker
490ac0be00 Implement proper persistence of the following prim properties:
Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
2008-09-08 02:40:20 +00:00
Teravus Ovares
6fc23adbc2 * Fixes a few type changes that caused the XML Format to break.
* Testers, please try rezzing your inventory on this revision and sending me feedback in mantis.
* Users, it's not time to update yet.  The dust still hasn't settled.
2008-09-06 19:21:41 +00:00
Teravus Ovares
7d89e12293 * This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point.  Regular people should let the dust settle.
* This has been tested to work with most basic functions. However..   make sure you back up 'everything' before using this.  It's that big!  
* Essentially we're back at square 1 in the testing phase..  so lets identify things that broke.
2008-09-06 07:52:41 +00:00
Melanie Thielker
c9b5641c49 Plumb the data path for all those eye candy values. Saves texture
animation, target omega, looped sound, script access pin, allowed
drop state and sale data. Loads it, too. Not all tested.
Code: No Nuts. Data: Cannot Guarantee Nut Free.
2008-08-24 05:25:26 +00:00
Melanie Thielker
63b6ab467a Implements 80% of object buy (prim vendor). You can't buy the object yet,
and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
2008-08-24 00:51:21 +00:00
Jeff Ames
6ef9d4da90 Formatting cleanup. 2008-08-18 00:39:10 +00:00
Jeff Ames
531f6c01eb Update svn properties, minor formatting cleanup. 2008-08-17 23:07:14 +00:00
Melanie Thielker
fe1d78bb78 Add some locking on m_undo in SceneObjectPart 2008-08-17 19:17:44 +00:00
Teravus Ovares
910f9d10d6 * half of the attachmentpoint skull fix
* There's still a full object update coming when you release the attachment after modifying it that's killing it sometimes.
2008-08-17 03:09:47 +00:00
Charles Krinke
10822a139f Mantis#1521. Thank you kindly, Lmmz for a patch that:
Improves the implementation of the particle system.
2008-08-08 15:16:30 +00:00
Charles Krinke
e8293801c5 Mantis#1901. Thank you kindly, Nlin for a patch that:
More sitting fixes: Inconsistent sitting position on 
rezzed prims that have no sit target set.
2008-08-07 15:15:57 +00:00