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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* * 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)
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+11
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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