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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* few small changes (all work in progress).MW2007-08-291-2/+1
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* Fixed the problem of prims not being loaded from the database (that my last ↵MW2007-08-291-2/+8
| | | | commit created).
* Attempt to cut down how often objects are backed up to the database.MW2007-08-291-1/+3
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-281-1/+1
| | | | should equal project and directory.
* Start of trying to make Region/Scene more modular. MW2007-08-281-2/+2
| | | | | | | | | Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
* Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW2007-08-271-0/+5
| | | | | | | multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit.
* Hopefully fixed the bugs in primitives rotation editingMW2007-08-251-1/+2
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* updated to include saving of object flags.Sean Dague2007-08-251-9/+14
| | | | | | People will need to blow away their databases after this point.
* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-241-1/+1
| | | | than moved into there.
* Added RemovePrim method to the physics plugins interface.MW2007-08-231-0/+1
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW2007-08-231-0/+3
| | | | | | | | this is set when registering the prims with the physics engine. Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.) As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-221-2/+20
| | | | script in a primitive is deleted.
* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-221-1/+1
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-221-2/+2
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* added ParentPartID to TaskInventoryItem class to make it easier to store ↵MW2007-08-221-4/+4
| | | | them in database.
* Fixed typo.MW2007-08-221-1/+1
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* Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW2007-08-221-45/+128
| | | | scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
* Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW2007-08-211-0/+9
| | | | subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
* Shift and Drag copying should now work correctly. [This was one of those ↵MW2007-08-211-5/+5
| | | | | | | | stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it) Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right. Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
* Instant Messages between users in the same region should actually now work.MW2007-08-201-6/+7
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* Sqlite datastore should now save the textures and extraparams data (used by ↵MW2007-08-191-8/+93
| | | | | | | | | | | | | sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already]. Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think). Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups). Some preliminary work on task inventory (ie object's/prim's inventory). Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work). Added a few more method to IClientAPI. Sure there is something I'm forgeting.
* Pimped up Default.lsl. Now featuring a touch counter.Tedd Hansen2007-08-171-0/+1
| | | | | Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
* * Now sending manager, host and root host to Script in constructor.lbsa712007-08-161-0/+5
| | | | | | | | * Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions
* * Introduced IScriptHost as an interface to fetching object data from scripts.lbsa712007-08-161-9/+15
| | | | | | * This meant introducing AbsolutePosition on all objects (since SimChat wants that)
* The 'Party Party Groupie Groupie Life is a game' commit:lbsa712007-08-151-0/+4
| | | | | | | * Added prototypical MoneyBalance support * Finalized konceptual touch wiring * Turned SimpleApp into a tedious harvesting game.
* * Again, FileSystemObject reports filename.lbsa712007-08-151-0/+1
| | | | | | * SimpleApp now featuring spinning box with spinning parts. * Damn. That's cool.
* * Exploring Group/Part from an app perspective.lbsa712007-08-151-0/+4
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* Added Scene.ConvertLocalIDToFullID() method. MW2007-08-131-1/+5
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* Partial Linking of prim groups should work (its partial as currently only ↵MW2007-08-131-0/+24
| | | | | | | the root prim of the child group will actually get linked, working on linking the rest now). Multiple prim groups are now stored in the sqlite database and are reloaded correctly.
* Made a few changes so that once we enable the sqlite data store (simple line ↵MW2007-08-101-0/+8
| | | | change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
* SceneObjects should now (hopefully) call datastore.StoreObject().MW2007-08-091-0/+2
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* Deleted old LSLEngine files (those under Scene.Scripting)MW2007-08-091-0/+1
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* Start of replacing the old SceneObject/Primitive classes with the new versions.MW2007-08-091-0/+527
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.) Also this revision may not work on mono, but that will be fixed soon.