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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* * Patch by Melanie. Implements proper objectflags on child objects. Thanks ↵Teravus Ovares2008-04-301-8/+97
| | | | | | | Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-5/+64
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares2008-04-271-4/+5
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-4/+7
| | | | | | | | | | 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 Ovares2008-04-261-0/+7
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-1/+15
| | | | | * 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 Casey2008-04-251-2/+2
| | | | | | | | | 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
* * Fixes Mantis: 1049. Y Texture repeat not being applied to resulting ↵Teravus Ovares2008-04-251-1/+1
| | | | animation.
* * Fixes the object pay box to default to -2,-2,-2,-2,-2. Fixes mantis 1045.Teravus Ovares2008-04-251-1/+1
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* * Used thomas' patch m884 as an example to make HUD attachments work. ↵Teravus Ovares2008-04-251-1/+1
| | | | While I didn't use the patch directly, I did use the following from the patch to convert the uint value into the byte: (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16))
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-1/+15
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* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-8/+8
| | | | | | Please adjust your editors to not use hard tabs.
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-6/+28
| | | | | | | | | * 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.
* * Fixed an annoying pop-up box when crossing borders.Teravus Ovares2008-04-231-2/+2
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* * Patch from Melanie. Mantis 0001037: Add various internal plumbing to ↵Teravus Ovares2008-04-231-0/+3
| | | | | | | the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie! * Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-0/+17
| | | | | | | | * Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
* * Applying Mantis #1022 - Thanks Melanie!Adam Frisby2008-04-231-2/+11
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* * Applying Mantis #1021 (llStartAnimation/llStopAnimation) - Thanks Melanie!Adam Frisby2008-04-231-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-7/+5
| | | | (this took a while to run).
* * Updates LSL2CS converterTeravus Ovares2008-04-201-3/+11
| | | | | | | | | * All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
* * Resolve mantis 849Justin Clarke Casey2008-04-031-1/+8
| | | | | | * Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
* * Add some temporary task inventory item inflation debug messages to ↵Justin Clarke Casey2008-04-021-2/+2
| | | | investigate mantis 854
* * Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares2008-03-251-1/+1
| | | | | | | 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. ) ( Remove ray caster Verbosity )
* * Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares2008-03-251-0/+1
| | | | 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
* * On Ray casting. Now returning the face normal of the collision face.Teravus Ovares2008-03-251-2/+2
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* * Refactored out circular reference in Region.Environment <-> ↵lbsa712008-03-251-2/+9
| | | | | | | Framework.Data.Base We REALLY need to get the db layer sorted soon...
* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+18
| | | | | | | * It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
* * Added llApplyImpulse in the local frame.Teravus Ovares2008-03-241-4/+20
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* * OBB: Flipped the -y face normal so ray casting against the -y face ↵Teravus Ovares2008-03-241-4/+4
| | | | correctly results in the point of collision.
* * Implements Oriented Bounding Box raytracing.Teravus Ovares2008-03-231-20/+209
| | | | | | * It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
* Implements llLoopSound(), llStopSound(), and llAdjustSoundVolume(). alondria2008-03-221-2/+16
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* * Committing some math to discover the Oriented Bounding Box and decomposing ↵Teravus Ovares2008-03-221-0/+113
| | | | | | | it into planes and normals. * No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
* * Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares2008-03-211-0/+7
| | | | | | | | | vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
* Fix server crash when setting prims physical under basic physics.Jeff Ames2008-03-191-2/+6
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* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* * Fixed prim creation in basic physics mode. ( BasicPhysics returns null ↵Teravus Ovares2008-03-161-3/+7
| | | | probably a lot more then it should? )
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-141-1/+1
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-4/+14
| | | | | | | * Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-1/+11
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * Added null root part guardlbsa712008-03-141-0/+1
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-1/+14
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-1/+2
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* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-5/+17
| | | | | | | | | '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
* Applied patch from mantis #749, Grass now stays to set type when moved. ↵MW2008-03-121-2/+2
| | | | thanks Grumly57.
* ODEPluginTeravus Ovares2008-03-101-0/+16
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+8
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-15/+15
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-1/+118
| | | | 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.
* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-031-1/+1
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)