Justin Clark-Casey (justincc)
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c82f19e41c
fix build break from last commit
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13 years ago |
Justin Clark-Casey (justincc)
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27fae36a21
remove the need to supply SceneObjectGroup.GroupResize() with a localId.
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13 years ago |
Justin Clark-Casey (justincc)
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50bd48542c
Add very basic test for resizing a scene object with one prim
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13 years ago |
Justin Clark-Casey (justincc)
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da7340b9fb
If resized shape is a mesh/sculpt, leave it to the mesh asset callback to trigger the physics actor taint.
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13 years ago |
Justin Clark-Casey (justincc)
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18652eb87e
Fix physics proxy regeneration when a mesh with more than one submesh is resized
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13 years ago |
root
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e9dbe54ab1
Fix some local id issues in physics glue
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13 years ago |
Robert Adams
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b55076990c
fix duplication of physical objects for physics engines that care about the initial value of localID
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13 years ago |
Justin Clark-Casey (justincc)
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df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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13 years ago |
Justin Clark-Casey (justincc)
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0badf3718d
refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
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13 years ago |
Justin Clark-Casey (justincc)
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2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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13 years ago |
Justin Clark-Casey (justincc)
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01b98c2e62
refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable
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13 years ago |
Mic Bowman
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ad84728aba
Add localID to physical object creation functions.
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13 years ago |
Mic Bowman
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29da57e380
Add the PhysActor to the correct SOP when duplicating a physical
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13 years ago |
Justin Clark-Casey (justincc)
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b5518dc906
minor: Add some commented out destructor logging messages for potential future use.
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13 years ago |
Melanie
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28c25d8477
Allow disabling the legacy backup mechanism to avoid the object clone if
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13 years ago |
Diva Canto
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73caa4e94a
Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again.
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13 years ago |
Diva Canto
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9892e115cc
Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
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13 years ago |
Mic Bowman
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452ae375f0
Merge branch 'master' into test-merge0418
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13 years ago |
Justin Clark-Casey (justincc)
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aaf9125869
simplify coalesced object tests by using existing scene object set up utils
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13 years ago |
Mic Bowman
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69d014e1dc
First pass at moving object property requests into a queue similar
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13 years ago |
Justin Clark-Casey (justincc)
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8318915d7e
Signal prim count taint if the AbsolutePosition of a scene object changes.
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13 years ago |
Justin Clark-Casey (justincc)
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2497962360
Change some text to make the autoreturn mechanism more obvious, and align with the fact that it's one word rather than two.
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13 years ago |
Justin Clark-Casey (justincc)
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7e72afcb3e
Only force prim persistence before delete if the prim is the result of an unpersisted delink
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13 years ago |
Marck
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e1c72cedb3
Let CHANGED_SCALE also trigger when editing prims and linksets with the viewer's edit tools.
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14 years ago |
Melanie
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7bb005b0d1
Change the way attachments are persisted. Editing a worn attachment will now
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14 years ago |
Melanie
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9a5d0984a5
Fix autoreturn to not return zero objects
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14 years ago |
Melanie
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abfede7819
Plumb the path for multiple object deletes
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14 years ago |
Justin Clark-Casey (justincc)
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6325fa515d
Add UUID to physics prim name parameter so that diagnostic messages can be made more useful.
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14 years ago |
Justin Clark-Casey (justincc)
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a85779e477
If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the scene, remove the old uuid reference from m_parts as well as adding the new one.
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14 years ago |
John Hurliman
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b49cb3355f
Fixed a regression in SOG.Copy()
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14 years ago |