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path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs (follow)
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* * Changed a number of field names to ccc (public members shouldn't be called m_)lbsa712008-07-261-5/+5
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* * Stop the HasGroupChanged flag being reverted for newly restored prims ↵Justin Clarke Casey2008-07-251-2/+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 Scofield2008-07-251-0/+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 Ames2008-07-231-5/+5
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* Mantis#1798. Thank you kindly, StrawberryFride for a patch that:Charles Krinke2008-07-211-12/+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 Thielker2008-07-191-3/+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 Casey2008-07-131-1/+12
| | | | | | | | this before (doh) * Not quite perfect yet
* * On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey2008-07-121-5/+9
| | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later)
* minor: method documentationJustin Clarke Casey2008-07-121-0/+21
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* Mantis#1616. Applied Melanie's patch. This may or mayCharles Krinke2008-06-281-1/+1
| | | | | not break trunk.
* move along, nothing to see here. just a couple of lazy variables.Dr Scofield2008-06-271-3/+4
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* * Remove responsibilty for signalling scene object change from ↵Justin Clarke Casey2008-06-271-0/+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 responsibilityJustin Clarke Casey2008-06-271-1/+4
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* * refactor: Move responsibility for deciding whether a group should be ↵Justin Clarke Casey2008-06-271-1/+16
| | | | repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
* * refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey2008-06-271-1/+17
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* * Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey2008-06-271-2/+6
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* the prefix "fix" turned out to be bollocks. sorry about that. hope this one Dr Scofield2008-06-251-1/+0
| | | | | | fares better.
* Minor formatting cleanup.Jeff Ames2008-06-251-1/+1
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* taking another look at mantis #1502: adding necessary locks, checking for ↵Dr Scofield2008-06-251-3/+11
| | | | empty list.
* * Remove all use of asset.InvType, as outlined in mailing list discussionJustin Clarke Casey2008-06-231-1/+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 Casey2008-06-211-3/+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 Casey2008-06-171-2/+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 Ames2008-06-131-4/+4
| | | | hard-coded port numbers.
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-2/+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 Ovares2008-06-101-2/+20
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-091-1/+2
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* Added a "if(entity != null)" before the call to Charles Krinke2008-06-081-1/+3
| | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-071-1/+0
| | | | reference not set to an instance of object' exception
* *Made Object Counting correct with linked objects and turned the previously ↵mingchen2008-06-061-10/+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 Ames2008-06-041-1/+1
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* * minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey2008-06-031-3/+3
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* * Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey2008-06-031-8/+1
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* * Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey2008-06-031-9/+3
| | | | | | * May help with mantis 1434 though I doubt it
* Formatting cleanup.Jeff Ames2008-05-281-20/+18
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* * Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey2008-05-261-86/+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 Casey2008-05-261-40/+4
| | | | InnerScene
* * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2008-05-261-1/+36
| | | | match existing AddScenePresence
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-6/+6
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+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 Krinke2008-05-251-0/+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 Casey2008-05-251-10/+0
| | | | deleting and unlinking an object
* * Refactor: Collapse some multiple remove object pathsJustin Clarke Casey2008-05-241-8/+33
| | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects
* * Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey2008-05-241-21/+0
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* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-5/+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 Casey2008-05-241-4/+13
| | | | basis that they all take SOG parameters to improve code readability for now
* * Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey2008-05-241-4/+9
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* * Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey2008-05-241-2/+2
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-1/+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.
* From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague2008-05-201-2/+2
| | | | | | | | | | House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+23
| | | | half tiny amount implemented.