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path: root/OpenSim.RegionServer/world/World.cs (follow)
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* Small clean up of files and directoriesMW2007-04-251-3/+3
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* Added mutex instead of lock for updateAdam Frisby2007-04-221-37/+37
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* Needs testing.Adam Frisby2007-04-221-2/+2
| | | | | | 1. Fixed Update Lock (should now compile) 2. Added support for rescaling a primitive without it jerking to the side.
* Added lock around World.Update to prevent multiple updates occuring ↵Adam Frisby2007-04-221-32/+37
| | | | simultaneously (it happened!)
* Removed last references to ancient LandMap[] array.Adam Frisby2007-04-221-2/+1
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* Commented first 50% of World.cs's functions with /// tagsAdam Frisby2007-04-221-0/+64
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* Small fixAdam Frisby2007-04-221-0/+1
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* Added exception handling to each function in World.cs - code is assumed ↵Adam Frisby2007-04-221-224/+369
| | | | stable so MSVC debugging of this code should no longer be needed. If however, it is needed, put a breakpoint on the exception handler concerned.
* Terrain / Physics / Storage:Adam Frisby2007-04-211-2/+9
| | | | | | * Added terrain "taint" - if terrain is tainted, the terrain is marked as needing to be saved. * Added check for taint in the Backup() routine, if taint is found, terrain is saved and physics engine is notified.
* Hopefully undid the murder I committed in the last commitMW2007-04-171-21/+22
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* A few fixes and stopped sim crossing being attempted in sandbox modeMW2007-04-171-3/+3
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* W00t! multiple sims!gareth2007-04-151-13/+16
| | | | | | | | | Misc bugfixes Child agents!!!!!! General sexy stuff
* First basic test script now works in the jvm scripting engine. MW2007-04-111-5/+5
| | | | | | For it to work you need to have a java sdk installed and the javac.exe somewhere in the environment Path variable. Then To test, copy the text from bin/script1.text into a note card and then add that note to a prim.
* Changed so that a bin\ScriptEngines\ directory will be searched for ↵MW2007-04-111-4/+30
| | | | | | | scripting Engines. Added the work in progress JVM scripting engine.
* Major ass changes to terrain (now uses libTerrain-BSD!) and all-round ↵Adam Frisby2007-04-111-6/+6
| | | | improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
* compiles and works just weird terrain problem (and terrain saving is ↵MW2007-04-061-1/+11
| | | | currently not functional)
* Now back to compiling, just no terrain generation at the momentMW2007-04-061-5/+5
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* **BREAKING CHANGE** Changing the way terrain is stored and used internally.Adam Frisby2007-04-061-14/+16
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* very very few changes, but just commiting so that svn it upto date with my ↵MW2007-04-061-0/+4
| | | | local version. And also to keep robl^ happy that a commit has been made.
* Deleted OpenSim.Config/SimConfigDb4o, as it hasn't been used for a while now.MW2007-04-041-195/+29
| | | | | Split World class into two partial classes
* Split Avatar class into three partial classes (hopefully will make it easier ↵MW2007-04-041-0/+4
| | | | to work on)
* Started to clean up/ rewrite Primitive class , currently the new version is ↵MW2007-04-041-24/+8
| | | | called Primitive2 and not used, but once it is complete then it will replace the old version.
* * The world can not contain ScriptFactories that creates unique instances of ↵lbsa712007-04-031-30/+19
| | | | | | | | scripts for entities. * Created Scripts folder to house trusted Scripts * The test script now lives in Scripts/FollowRandomAvatar.cs
* * Extended Script API with GetRandomAvatarlbsa712007-04-031-3/+3
| | | | | | | * The script will now get a IScriptEntity to it's host object with get/sets * The script gets a IScriptReadnlyEntity interface to entities other than the host object. * the test script now follows a random avatar.
* Added easier way to add "scripts" to prims: to add Libsa71's test script, ↵MW2007-04-031-1/+62
| | | | create a new note and delete the contents of the created note and then add "<Script>Test</Script>" (without the quotes) , then save that and then drag it from your inventory to the prim you want to add the script to.
* * Script prototypelbsa712007-04-031-10/+27
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* OpenSim no longer uses OpenSim.Config.SimConfigDb4o, it now uses ↵MW2007-04-021-3/+1
| | | | OpenSim.GenericConfig.Xml (or a class implementing IGenericConfig).
* Moved database storage of the world map to the Db4LocalStorage so its in the ↵MW2007-04-021-3/+8
| | | | same database as in world prims are stored.
* More cleaning up of SimClient and packet handlingMW2007-04-011-1/+2
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* Moved more packet types to handlersMW2007-04-011-23/+53
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* More work on adding Packets handlers and tested the first handler. MW2007-04-011-0/+45
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* Can now Rez and DeRez objects (take to and from inventory).MW2007-03-311-19/+103
| | | | | Very much a work in progress and likely to be a number of bugs.
* Some very basic terraforming, can raise and lower the terrain, but currently ↵MW2007-03-301-211/+250
| | | | only a very basic brush algorithm (and can't change the brushes size)
* RIP OpenSimRoot. (removed)MW2007-03-281-29/+71
| | | | | | Merged most of the bug fixes etc in from LLdemo branch. Added the textures from that branch.
* * revert the revert - begin the beguinelbsa712007-03-271-11/+20
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* * Reverting todays work. It was worth a try.lbsa712007-03-271-22/+11
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* * Continued refactoring away OpenSimRoot - now it's down to the final 2.lbsa712007-03-271-11/+22
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* * Now there's one Console class, and instead the apps responds to cmd's and ↵lbsa712007-03-271-1/+1
| | | | | | | | | | | | show's * Removed Golden Future TCP/SimChat options * Moved Ode.NET.dll to bin and changed prebuild accordingly (due to Prebuild limitations) * Normalized some namespaces * Added FxCop project * Added (temp disabled) Servers project (for great justice)
* Uncommented linegareth2007-03-241-1/+1
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* Applying Randomskk's patchesAdam Frisby2007-03-241-1/+43
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* Fixed it so that a Avatar update shouldn't be sent every frame and none ↵MW2007-03-231-0/+1
| | | | | | | | | should be sent when not moving. Fixed the problem with sometimes Avatar Animations being updated every frame. New Asset uploads should now appear in the inventory all the time. Moved Animation names/ LLUUIDs to their own class (AvatarAnimations)
* brought zircon branch into trunkgareth2007-03-221-0/+213