Commit message (Collapse) | Author | Files | Lines | ||
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2008-10-14 | * minor: Make it clear that non-scheduled updates can happen outside of the ↵ | Justin Clarke Casey | 1 | -1/+2 | |
per frame update heartbeat | |||||
2008-09-06 | * This is the fabled LibOMV update with all of the libOMV types from JHurliman | Teravus Ovares | 1 | -31/+30 | |
* 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. | |||||
2008-08-18 | Formatting cleanup. | Jeff Ames | 1 | -2/+2 | |
2008-06-21 | * Remove a bug I created in r5171 where taking an object would terminate the ↵ | Justin Clarke Casey | 1 | -0/+9 | |
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion | |||||
2008-06-21 | * minor: override the name of the sog such that it gets/sets the root part name | Justin Clarke Casey | 1 | -1/+1 | |
2008-05-16 | Formatting cleanup. | Jeff Ames | 1 | -5/+5 | |
2008-05-14 | * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵ | Justin Clarke Casey | 1 | -3/+5 | |
direct call to Scene | |||||
2008-05-01 | * Rolled back a few changes. | Adam Frisby | 1 | -96/+97 | |
2008-05-01 | * Spring cleaning on Region.Environment. | Adam Frisby | 1 | -97/+96 | |
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code. | |||||
2008-05-01 | * You can now rez objects out of inventory at the correct offset from prim ↵ | Teravus Ovares | 1 | -0/+2 | |
you rez it on. Including multi prim groups and prim that have different X/Y/Z scales. | |||||
2008-04-21 | * Optimised using statements and namespace references across entire project ↵ | Adam Frisby | 1 | -6/+4 | |
(this took a while to run). | |||||
2008-03-26 | Removing redundant code | Johan Berntsson | 1 | -5/+0 | |
2008-03-25 | * On Ray casting. Now returning the face normal of the collision face. | Teravus Ovares | 1 | -2/+2 | |
2008-03-18 | Formatting cleanup. | Jeff Ames | 1 | -26/+25 | |
2008-03-14 | * Added null root part guard | lbsa71 | 1 | -1/+1 | |
* Normalized some UUID handling * Compacted a few Contains/Add into Set | |||||
2008-03-04 | Merged 3Di code that provides scene and avatar serialization, and plugin ↵ | Johan Berntsson | 1 | -1/+90 | |
support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim. | |||||
2008-02-20 | Minor cleanup. | Jeff Ames | 1 | -1/+1 | |
2008-02-08 | refactor - remove unused m_children from EntityBase | Justin Clarke Casey | 1 | -22/+4 | |
2008-01-07 | Persistent prim inventory phase 5. Restart scripts contained in persisted ↵ | Justin Clarke Casey | 1 | -1/+6 | |
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do. | |||||
2007-12-27 | * Optimized usings | lbsa71 | 1 | -4/+1 | |
* shortened references * Removed redundant 'this' * Normalized EOF | |||||
2007-11-24 | * Removed references to "new LLUUID()", replaced with LLUUID.Zero. | Adam Frisby | 1 | -1/+1 | |
2007-11-23 | * added some functions for use in raytracing. They're kind of crappy now, ↵ | Teravus Ovares | 1 | -0/+25 | |
so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D | |||||
2007-11-08 | * Added Rotational Velocity reporting for Client Interpolation to Terse Updates | Teravus Ovares | 1 | -1/+2 | |
* Added Angular Velocity reporting for smooth-ish rotations on object collisions | |||||
2007-10-30 | Tevarus' patch for object flags & implemented Phantom edits | dan miller | 1 | -1/+1 | |
2007-10-30 | * Optimized usings | lbsa71 | 1 | -1/+1 | |
* Shortened type references * Removed redundant 'this' qualifier | |||||
2007-10-15 | * Applied patch #418 : copyright-r2012.patch - some errors, but got most thru | lbsa71 | 1 | -0/+28 | |
2007-09-24 | * Hotfix for 'properties all the way into the sunset' bug; it just doesn't ↵ | lbsa71 | 1 | -1/+1 | |
make sense, but maybe we need to handle agentUpdates form children too. * Ignored some bins | |||||
2007-09-21 | * Removed unused LandRenegerated flag | lbsa71 | 1 | -7/+0 | |
2007-09-21 | * Continuing refactoring of presence | lbsa71 | 1 | -1/+1 | |
* 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. | |||||
2007-09-19 | * Modernized ScriptManager to new interface-based module calls. | lbsa71 | 1 | -11/+10 | |
* 'remove redundant this qualifier' ftw | |||||
2007-09-13 | Backup is now optional on classes | lbsa71 | 1 | -7/+0 | |
* Removed unused BackUp method on EntityBase * Added overridable InSceneBackup property on SceneObjectGroup * Refactored out AttachToBackup and DetachFromBackup * Normalized namespace OpenSim.DataStore.MonoSqliteStorage to OpenSim.DataStore.MonoSqlite | |||||
2007-08-27 | Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵ | MW | 1 | -1/+1 | |
multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit. | |||||
2007-08-16 | * Now sending manager, host and root host to Script in constructor. | lbsa71 | 1 | -1/+3 | |
* Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions | |||||
2007-08-16 | * Introduced IScriptHost as an interface to fetching object data from scripts. | lbsa71 | 1 | -2/+3 | |
* This meant introducing AbsolutePosition on all objects (since SimChat wants that) | |||||
2007-08-07 | Some more work on new Sceneobject. | MW | 1 | -2/+2 | |
2007-08-01 | few small changes. | MW | 1 | -8/+14 | |
Updated libsl to latest version. | |||||
2007-07-26 | * Started renaming world to Scene | lbsa71 | 1 | -34/+13 | |
* Update and UpdateMovement now first stores array to avoid collection update exceptions * Ignored some bins | |||||
2007-07-18 | few small changes | MW | 1 | -1/+7 | |
2007-07-17 | * Changed SimpleApp to use EventManager and Scene timer | lbsa71 | 1 | -8/+8 | |
* Refactored a lot of m_* and public -> wrappers | |||||
2007-07-16 | changed to native line ending encoding | Sean Dague | 1 | -142/+142 | |
2007-07-10 | Gird mode in sugilite should now work in so far as you should be able to ↵ | MW | 1 | -2/+2 | |
login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now). Also trying to look at the map in grid mode will crash the server. | |||||
2007-07-09 | Done a little bit of renaming in primitive.cs and on a few events in IClientAPI. | MW | 1 | -7/+7 | |
Disabled CAPS asset uploading as it seems it now crashes the server. | |||||
2007-07-09 | * Begun work on Primitive Duplication. Not hooked up yet, but theoretically ↵ | Adam Frisby | 1 | -0/+10 | |
could be done so. In practice, more work needs to be done. | |||||
2007-07-04 | A bit more work on Building tools/support. | MW | 1 | -1/+1 | |
updated Axiom.MathLib.dll. | |||||
2007-07-03 | Today's work on Building support/tools. Think I am slowly getting there. | MW | 1 | -1/+1 | |
2007-07-03 | * Optimized usings (the 'LL ate my scripts' commit) | lbsa71 | 1 | -4/+2 | |
* added some licensing info | |||||
2007-07-01 | Can change the name and description of a prim. | MW | 1 | -0/+1 | |
2007-07-01 | Started change to having SceneObject and then that having child Primitives ↵ | MW | 1 | -0/+133 | |
which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it. |