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path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
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* * Plug in stubbed out archiver moduleJustin Clarke Casey2008-05-221-4/+23
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* make VS compile Scene.csSean Dague2008-05-221-1/+1
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* don't trust appearance assetid, instead do an inventorySean Dague2008-05-221-2/+1
| | | | | | | lookup any time we get it from the server. This should preventent unwearable appearance.
* * Refactor: Move enhancement of version string with operating system ↵Justin Clarke Casey2008-05-221-16/+1
| | | | | | | | information from Scene to OpenSimMain * This also means the operating system info will show up in the region console (and hence the logs)
* * Fix circular dependency from last checkin by passing version as a ↵Justin Clarke Casey2008-05-221-6/+6
| | | | | | | | parameter to Scene rather than referencing VersionInfo directly * Butt ugly solution
* * Send VersionInfo string instead of the hardcoded Scene string to the ↵Justin Clarke Casey2008-05-211-2/+5
| | | | | | | | | "About Second Life" box * This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available) * This dialog box takes an awful long time to come up on my local system - no idea why that is. However, that also seems to have been the case before this revision.
* * Sets backup bool volatile for extra protection against two backup ↵Teravus Ovares2008-05-211-1/+1
| | | | processes running.
* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-3/+13
| | | | | | | | * 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 Dague2008-05-201-4/+4
| | | | | | | | | | House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
* fix crash in standalone mode for initial appearance setupSean Dague2008-05-191-3/+9
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* i can haz pantz?Sean Dague2008-05-191-16/+15
| | | | | | | | | | | | | | You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-13/+4
| | | | types and null.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+1
| | | | half tiny amount implemented.
* while this doesn't fix the initial no pants issue in grid (which still ↵Sean Dague2008-05-171-17/+16
| | | | | | | | baffles me) it does make setting appearance in grid stick.
* Minor cleanup.Jeff Ames2008-05-161-17/+6
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* Formatting cleanup.Jeff Ames2008-05-161-131/+131
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* testing avatar appearance as a user serviceSean Dague2008-05-151-10/+12
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* * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares2008-05-141-10/+0
| | | | permissions modules. From Melanie. Thanks Melanie!
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+5
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-1/+1
| | | | direct call to Scene
* * Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵Justin Clarke Casey2008-05-131-3/+4
| | | | directly to the world
* *Complete redo of the permissions modulemingchen2008-05-131-3/+10
| | | | | | *Removed hardcoded permissions checks *Added permissions checks where needed
* * Implemented ChildAgentDataUpdate throttle multiplier based on an ↵Teravus Ovares2008-05-131-2/+37
| | | | | | | | inaccurate count of neighbors. * The neighbor count is always lower then the actual number of neighbors unless your region was up the longest. * The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
* * If a region running in grid mode fails to login to the grid service, ↵Justin Clarke Casey2008-05-121-0/+7
| | | | startup will now terminate instead of carrying on (and thus burying the error message)
* * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby2008-05-111-1/+9
| | | | | | | | them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
* * More OutPacket refactors.Teravus Ovares2008-05-101-6/+4
| | | | | * Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-1/+1
| | | | | | | * The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
* *Added all the permission checks to the sceneexternalchecks and modified ↵mingchen2008-05-081-4/+4
| | | | | | | permission module to follow this. *This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
* * Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey2008-05-071-71/+97
| | | | | | | | | seen in one of the crashes of mantis 1163 * It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds. * If this is the case, please file a mantis
* *Added SceneExternalChecks.cs that is used to manage checking the results of ↵mingchen2008-05-071-2/+5
| | | | multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
* * Cleaning up code, making it conform to OpenSim standards.Adam Frisby2008-05-061-19/+14
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* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-17/+17
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* * Just some tidy up and documentation before I make my first ever attempt to ↵Justin Clarke Casey2008-05-051-17/+11
| | | | extract a lump of code out to a region module
* * Implemented DIE_AT_EDGE and Temporary objects don't save to the database.Teravus Ovares2008-05-041-0/+19
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* *Fixed up EstateManagementModule to the module standard - no more packets ↵mingchen2008-05-041-13/+1
| | | | | | | allowed! *Started cleaning up the land module
* *Moved EstateManager into a region modulemingchen2008-05-031-13/+1
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* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-6/+7
| | | | | * Nothing user facing yet.
* * Small fixes to Scene.csAdam Frisby2008-05-021-10/+5
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* * More refactorings of UDPServer.Adam Frisby2008-05-021-2/+0
| | | | | | * Removed all references where possible. * Renamed lots of variables from UDPServerXYZ to clientServerXYZ
* * DuplicateOnRay with copy center works in two directions... Still ↵Teravus Ovares2008-05-021-48/+51
| | | | | | | fighting with it. * DuplicateOnRay without copy center works in all directions.
* * Rolled back a few changes.Adam Frisby2008-05-011-257/+304
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-304/+257
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * Cleaned namespaces of entire solution. OpenSim directories now correspond ↵Adam Frisby2008-05-011-1/+1
| | | | with namespaces.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-5/+91
| | | | conflict monster later. Not done yet, doesn't crash the server.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-3/+0
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* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-6/+13
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Fix OBB raycaster to respond properly to rays cast from any direction.Teravus Ovares2008-05-011-1/+4
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* * Spring cleaned a bunch of '//TODO: unused' marked functions.Adam Frisby2008-04-301-22/+0
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* * Sometimes you know, you do something really stupid.Adam Frisby2008-04-301-1/+1
| | | | | * This is one of those times (should fix build)
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-0/+2
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.