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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-2/+2
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* *Fixing another object counting bugmingchen2008-06-071-1/+1
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* * Added Light control from script in LLSetPrimitiveParams.Teravus Ovares2008-06-061-0/+16
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* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-3/+4
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-291-1/+8
| | | | | | * Added 'detected around: value' when a x.Y detect occurs to help debug. * Fixed object text is too long to store to the database (wikilith)
* * Minor: method documentation fiddling in SceneObjectGroupJustin Clarke Casey2008-05-261-4/+6
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* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-261-2/+6
| | | | | | | | prims * no user functionality yet
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-13/+13
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+5
| | | | | | | 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 Krinke2008-05-251-6/+3
| | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-251-3/+9
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* * Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey2008-05-251-18/+30
| | | | | | | | | temporarily), since it appears we sometimes either don't receive or don't register deselect packets when prims are shift copied. * A better long term solution may be to address the problem of why we're not always seeing the deselects
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-251-3/+1
| | | | deleting and unlinking an object
* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-1/+1
| | | | 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 Casey2008-05-241-1/+1
| | | | basis that they all take SOG parameters to improve code readability for now
* *Refactor of the LandManagementModule that allows OpenSim to run without itmingchen2008-05-231-13/+0
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* * Minor: Tidy ups and logging tweaks.Justin Clarke Casey2008-05-221-1/+2
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-21/+44
| | | | | | | | * 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.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+11
| | | | half tiny amount implemented.
* Formatting cleanup.Jeff Ames2008-05-171-1/+1
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* * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵Teravus Ovares2008-05-161-7/+1
| | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
* Formatting cleanup.Jeff Ames2008-05-161-66/+66
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* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-1/+1
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares2008-05-141-1/+1
| | | | permissions modules. From Melanie. Thanks Melanie!
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-10/+1
| | | | direct call to Scene
* Applied Patch mantis 1220. Implements llGetStartParameter. Thanks!Teravus Ovares2008-05-141-0/+12
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* * Refactored two more OutPackets. ObjectPropertiesFamily, and Object ↵Teravus Ovares2008-05-101-58/+11
| | | | Properties.
* * Experiment in Zerocoding.Teravus Ovares2008-05-101-1/+2
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* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-0/+13
| | | | | | | * 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
* De-tabify source.Jeff Ames2008-05-061-10/+7
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-3/+14
| | | | not the attachment.
* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-1/+1
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* * A bit of spice from here, a pinch of salt from there, some brains that ↵Teravus Ovares2008-05-051-0/+12
| | | | | | | | | | | | | | | attracts zombies.. a recipe for llRezObject * Original patch by YZh Thanks YZH!!!! * object_rez event patch by Melanie, Thanks Melanie!!! * Some fixups, some missing things(velocity,rotation) * script delay * Recoil * Standard error messages * Standard silent failures * Easter egg management
* * Rolled back a few changes.Adam Frisby2008-05-011-183/+194
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-194/+183
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-2/+2
| | | | conflict monster later. Not done yet, doesn't crash the server.
* * Assorted spring cleanings.Adam Frisby2008-05-011-1/+0
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* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-2/+29
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Patch by Melanie. Implements proper objectflags on child objects. Thanks ↵Teravus Ovares2008-04-301-92/+15
| | | | | | | Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
* Patch from Melanie: 0001087: Crash to bash de-linking objects. Thanks Melanie!Teravus Ovares2008-04-291-1/+2
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* * Fixes child prim not editable as an attachment. You can right click on ↵Teravus Ovares2008-04-291-1/+15
| | | | child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-3/+22
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-2/+24
| | | | | | | | | | | | | | | and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
* * More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares2008-04-271-0/+22
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-1/+1
| | | | | | | | | | inventory * Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory * Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set * This is pending fixes/implementation of upstream permission implementation
* * Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares2008-04-261-15/+42
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-2/+21
| | | | | * Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
* * Check in odds and ends which remain as an attempt to get the item ↵Justin Clarke Casey2008-04-251-1/+7
| | | | | | | | | properties panel for a prim's contents working * Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail. * Leaving commented code in as a springboard for some future attempt
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-3/+149
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* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-1/+37
| | | | | | | | | * Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.