Commit message (Collapse) | Author | Age | Files | Lines | |
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* | * minor: log message twiddling | Justin Clarke Casey | 2008-08-01 | 1 | -5/+1 |
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* | Addresses Mantis #1688 | Melanie Thielker | 2008-07-27 | 1 | -1/+1 |
| | | | | | | | | Changes erroneous return value of llGetLinkname() to "" for nonexistent prims. Corrects an issue where the root prim of a linked set, upon delink, retains the part number 1. | ||||
* | * Changed a number of field names to ccc (public members shouldn't be called m_) | lbsa71 | 2008-07-26 | 1 | -5/+5 |
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* | * Stop the HasGroupChanged flag being reverted for newly restored prims ↵ | Justin Clarke Casey | 2008-07-25 | 1 | -2/+2 |
| | | | | | | | | | which need to be persisted to the db * This should stop the problem where linked prims loaded via an archive did not survive server restart * It may address mantis 1819 though the symptoms don't look consistent | ||||
* | From: Christopher Yeoh <yeohc@au1.ibm.com> | Dr Scofield | 2008-07-25 | 1 | -0/+1 |
| | | | | | | | | | The LL Server sets the CreateSelected flag for a prim when sending a property update when objects are linked. The following patch gets OpenSim to do the same. | ||||
* | Update svn properties. Formatting cleanup. Remove a compiler warning. | Jeff Ames | 2008-07-23 | 1 | -5/+5 |
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* | Mantis#1798. Thank you kindly, StrawberryFride for a patch that: | Charles Krinke | 2008-07-21 | 1 | -12/+4 |
| | | | | | | Fixes a couple of places where null reference exceptions were being caught and ignored rather than null checks being performed. | ||||
* | Fix prim link numbers (Mantis #1781) | Melanie Thielker | 2008-07-19 | 1 | -3/+78 |
| | | | | | | | | | | | Implements additional unlink modes (unlink root prim from link set, some multi-set operations). Linking (single and mutiple) fully implemented. Consistent numbering of links while in world. Link/delink with predictable link numbering. Correct link numbers in LSL. Not all multi-set ops implemented. Link numbers still change when taken and re-rezzed. | ||||
* | * Actually persist restored archives to the database - wasn't actually doing ↵ | Justin Clarke Casey | 2008-07-13 | 1 | -1/+12 |
| | | | | | | | | this before (doh) * Not quite perfect yet | ||||
* | * On archive loading, tell the user how many objects we are ignoring because ↵ | Justin Clarke Casey | 2008-07-12 | 1 | -5/+9 |
| | | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later) | ||||
* | minor: method documentation | Justin Clarke Casey | 2008-07-12 | 1 | -0/+21 |
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* | Mantis#1616. Applied Melanie's patch. This may or may | Charles Krinke | 2008-06-28 | 1 | -1/+1 |
| | | | | | not break trunk. | ||||
* | move along, nothing to see here. just a couple of lazy variables. | Dr Scofield | 2008-06-27 | 1 | -3/+4 |
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* | * Remove responsibilty for signalling scene object change from ↵ | Justin Clarke Casey | 2008-06-27 | 1 | -0/+1 |
| | | | | | | | | | | | | SceneObjectPart.SendFullUpdate() * This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case | ||||
* | * Remove SOG.SendGroupFullUpdate() group changed responsibility | Justin Clarke Casey | 2008-06-27 | 1 | -1/+4 |
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* | * refactor: Move responsibility for deciding whether a group should be ↵ | Justin Clarke Casey | 2008-06-27 | 1 | -1/+16 |
| | | | | repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate() | ||||
* | * refactor: fission InnerScene.AddSceneObject() | Justin Clarke Casey | 2008-06-27 | 1 | -1/+17 |
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* | * Add extra backup parameter to InnerScene.AddRestoredSceneObject() | Justin Clarke Casey | 2008-06-27 | 1 | -2/+6 |
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* | the prefix "fix" turned out to be bollocks. sorry about that. hope this one | Dr Scofield | 2008-06-25 | 1 | -1/+0 |
| | | | | | | fares better. | ||||
* | Minor formatting cleanup. | Jeff Ames | 2008-06-25 | 1 | -1/+1 |
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* | taking another look at mantis #1502: adding necessary locks, checking for ↵ | Dr Scofield | 2008-06-25 | 1 | -3/+11 |
| | | | | empty list. | ||||
* | * Remove all use of asset.InvType, as outlined in mailing list discussion | Justin Clarke Casey | 2008-06-23 | 1 | -1/+1 |
| | | | | | | * This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic | ||||
* | * Remove a bug I created in r5171 where taking an object would terminate the ↵ | Justin Clarke Casey | 2008-06-21 | 1 | -3/+5 |
| | | | | | | | | client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion | ||||
* | * Refactor: Move the responsibility for applying physics and sending the ↵ | Justin Clarke Casey | 2008-06-17 | 1 | -2/+6 |
| | | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed | ||||
* | Update svn properties, clean up formatting, refactor out duplicate ↵ | Jeff Ames | 2008-06-13 | 1 | -4/+4 |
| | | | | hard-coded port numbers. | ||||
* | * refactor: For new objects, move attach to backup to occur when adding to a ↵ | Justin Clarke Casey | 2008-06-12 | 1 | -2/+10 |
| | | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance | ||||
* | * This completes ObjectDuplicateOnRay. | Teravus Ovares | 2008-06-10 | 1 | -2/+20 |
| | | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates. | ||||
* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-06-09 | 1 | -1/+2 |
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* | Added a "if(entity != null)" before the call to | Charles Krinke | 2008-06-08 | 1 | -1/+3 |
| | | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene. | ||||
* | Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵ | mingchen | 2008-06-07 | 1 | -1/+0 |
| | | | | reference not set to an instance of object' exception | ||||
* | *Made Object Counting correct with linked objects and turned the previously ↵ | mingchen | 2008-06-06 | 1 | -10/+14 |
| | | | | protected functions that only return object counts to public so it can be easily used by outside classes. | ||||
* | Formatting cleanup, minor refactoring, svn properties. | Jeff Ames | 2008-06-04 | 1 | -1/+1 |
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* | * minor: Attempted method documentation clarifications related to last two ↵ | Justin Clarke Casey | 2008-06-03 | 1 | -3/+3 |
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* | * Remove what should be unnecessary locking in InnerScene.GetEntitites() | Justin Clarke Casey | 2008-06-03 | 1 | -8/+1 |
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* | * Remove what should be unnecessary locking of GetScenePresences() | Justin Clarke Casey | 2008-06-03 | 1 | -9/+3 |
| | | | | | | * May help with mantis 1434 though I doubt it | ||||
* | Formatting cleanup. | Jeff Ames | 2008-05-28 | 1 | -20/+18 |
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* | * Refactor: Where possible, change visibility on InnerScene methods to ↵ | Justin Clarke Casey | 2008-05-26 | 1 | -86/+84 |
| | | | | protected internal on the basis that they shouldn't be manipulated by outsiders | ||||
* | * Refactor: remove code duplication between add ScenePresence methods in ↵ | Justin Clarke Casey | 2008-05-26 | 1 | -40/+4 |
| | | | | InnerScene | ||||
* | * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵ | Justin Clarke Casey | 2008-05-26 | 1 | -1/+36 |
| | | | | match existing AddScenePresence | ||||
* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-05-25 | 1 | -6/+6 |
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* | * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵ | Teravus Ovares | 2008-05-25 | 1 | -0/+31 |
| | | | | | | | however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab. | ||||
* | Thank you kindly, Tiffany for a patch that helps: | Charles Krinke | 2008-05-25 | 1 | -0/+7 |
| | | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart. | ||||
* | * Refactor: Collapses parts of different code paths in scene used when ↵ | Justin Clarke Casey | 2008-05-25 | 1 | -10/+0 |
| | | | | deleting and unlinking an object | ||||
* | * Refactor: Collapse some multiple remove object paths | Justin Clarke Casey | 2008-05-24 | 1 | -8/+33 |
| | | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects | ||||
* | * Refactor: Remove some unused methods in Scene/InnerScene | Justin Clarke Casey | 2008-05-24 | 1 | -21/+0 |
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* | * Refactor: Change previous commits Object methods to SceneObject methods ↵ | Justin Clarke Casey | 2008-05-24 | 1 | -5/+6 |
| | | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type | ||||
* | * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵ | Justin Clarke Casey | 2008-05-24 | 1 | -4/+13 |
| | | | | basis that they all take SOG parameters to improve code readability for now | ||||
* | * Refactor: Push some dictionary initialization down from Scene into InnerScene | Justin Clarke Casey | 2008-05-24 | 1 | -4/+9 |
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* | * Refactor: Make some inner scene dictionaries internal rather than public | Justin Clarke Casey | 2008-05-24 | 1 | -2/+2 |
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* | * This update causes the backup process to run in a separate thread. | Teravus Ovares | 2008-05-21 | 1 | -1/+1 |
| | | | | | | | | * Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts. |