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path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs (follow)
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* * Minor: If a user exists but has no inventory in standalone, automatically ↵Justin Clarke Casey2008-03-311-0/+2
| | | | | | | | create new inventory folders * This mirrors the grid behaviour
* * Fix problem where inventory code throws a swallowed exception on grid mode ↵Justin Clarke Casey2008-03-311-1/+1
| | | | if the avatar has never logged in before
* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-191-1/+7
| | | | | | | * This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue * For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* * Fix for if 782: Locked prims may still be moved by click+drag.Teravus Ovares2008-03-191-1/+1
| | | | | * Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-171-1/+1
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* * You can leave godmode if you want now.Teravus Ovares2008-03-141-1/+1
| | | | | * Fixed a compile error.
* * Added null root part guardlbsa712008-03-141-20/+7
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* Attempt to fix mantis #741, could not replicate it myself. But the error ↵MW2008-03-141-130/+137
| | | | was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-0/+6
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-1/+1
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-121-1/+14
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-2/+2
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-0/+43
| | | | 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.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+4
| | | | instances to prevent event race conditions
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-0/+33
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-161-43/+38
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-1/+1
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2008-02-121-0/+4
| | | | of the permission masks or Locked status using the available checkboxes.
* * various minuscule code convention conformance fixeslbsa712008-02-121-0/+2
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* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+1
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-1/+1
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-101-0/+147
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* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-101-0/+1
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-101-3/+27
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* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-4/+4
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* * Fixed negative child agents in the sim stats.Teravus Ovares2008-02-071-0/+6
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* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-4/+24
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-051-7/+9
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-221-13/+17
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-1/+6
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-0/+1
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-1/+1
| | | | | | | | * It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
* Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2008-01-071-2/+3
| | | | | | | | not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-281-2/+2
| | | | and description. Thanks Melanie.
* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* * Optimized usingslbsa712007-12-271-56/+67
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke2007-12-171-14/+52
| | | | | error in Scene. Affects 6 files and is Mantis#201
* * Added Active(physical) object count to the SimStatsReporterTeravus Ovares2007-12-141-1/+14
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* * In our quest for sim heartbeat stats, we're a touch closer to accurate ↵Teravus Ovares2007-12-121-1/+1
| | | | | | | object count on sim stats. * Fixed a rare, but possible NullReferenceException
* * Added Object count to sim stats (it's incorrect, however, it'll be fixed)Teravus Ovares2007-12-121-0/+6
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* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-2/+50
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* A few minor changes/additions/fixes.MW2007-12-111-1/+1
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* added copyright noticesJeff Ames2007-12-111-1/+29
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* Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ↵MW2007-12-071-2/+2
| | | | | | | ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done. Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-071-21/+80
| | | | | | | * BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
* removed obsolete Verbose() functionJeff Ames2007-12-061-10/+8
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* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-2/+2
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-2/+2
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