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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* * minor: just some null guards and name changes to make it clearer that prim ↵Justin Clarke Casey2008-07-121-1/+0
| | | | count is actually a prim local id dispenser
* change SitTarget calls from functions to propertiesSean Dague2008-07-071-39/+17
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* Copyright notices and formatting cleanup.Jeff Ames2008-07-061-4/+0
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* add a couple of LL conversion properties to SOP. I'll wait to cleanSean Dague2008-07-031-0/+28
| | | | | | | | | | up the sit target usage until the sit target fix patch goes in, but it should be cleaned. Get prims table mappings to the point where nhibernate likes them enough to start. Remove field from asset mapping so it will start
* property encapsulation for SOPSean Dague2008-07-021-98/+242
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* merge rotational and angular velocitySean Dague2008-07-011-22/+13
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* * Syncs the current revision XML Schema(xsd) to the XML Schema of revision 5251.Teravus Ovares2008-06-291-211/+252
| | | | | * This should resolve creating content, taking it, and being able to rez it again.
* tart the property wrapping in SOP. This will be a long processSean Dague2008-06-271-9/+20
| | | | | | will do more next week.
* last round of warning squashing. calling it a day now.Dr Scofield2008-06-271-1/+1
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* move along, nothing to see here. just a couple of lazy variables.Dr Scofield2008-06-271-10/+10
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* run NArrange on SOP to stack together the attributes,Sean Dague2008-06-271-1919/+1866
| | | | | | properties, private methods, public methods, etc.
* * Remove responsibilty for signalling scene object change from ↵Justin Clarke Casey2008-06-271-4/+21
| | | | | | | | | | | | SceneObjectPart.SendFullUpdate() * This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case
* * refactor: Remove group changed responsibilty from ScheduleGroupForTerseUpdateJustin Clarke Casey2008-06-271-0/+1
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* * Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey2008-06-271-0/+2
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* Mantis#1612. Thank you, kindly, Matth for a patch that:Charles Krinke2008-06-271-0/+7
| | | | | | Adds the beginnints of llRemoteLoadScriptPin() and llSetRemoteScriptAccessPin().
* Mantis#1610. Thank you, Melanie for a patch that:Charles Krinke2008-06-261-0/+6
| | | | | | Implements the beginning of llInventoryDrop. Doesn't cover the actual dropping yet, just the permissions for it.
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-171-4/+8
| | | | SceneXmlLoader.CreatePrimFromXml2()
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-101-33/+11
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* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-101-22/+40
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-081-106/+193
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* Fixes scale property with regards to the physics engine.Teravus Ovares2008-06-061-0/+12
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* * This sends collision events to the script engine. Teravus Ovares2008-06-051-12/+174
| | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-041-1/+1
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* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-291-1/+9
| | | | | | * 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)
* Mantis#1406. Thank you kindly, Xantor for a patch that:Charles Krinke2008-05-281-1/+15
| | | | | | | | | llLoopSound sends out one packet to clients in view, so it doesn't work anymore when clients enter later on, or the prim is modified in any way. Solution: Stored sound data on prim, send full update instead. llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object inventory sound names. llStopSound clears prim data and sends full update.
* Formatting cleanup.Jeff Ames2008-05-281-25/+25
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* Thank you very much, ChrisIndigo for a patch that:Charles Krinke2008-05-281-9/+25
| | | | | | | | If a script updates an object to the same position or rotation offset, the object triggers an update and storage of the object. This become more prevalent in sensor and timer events which may be firing frequently.
* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-261-4/+3
| | | | | | | | prims * no user functionality yet
* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+32
| | | | | | | 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.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-251-0/+30
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-8/+14
| | | | | | | | * 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.
* * Fixed needing to alter your sculptie sometimes to get physics to generate ↵Teravus Ovares2008-05-211-1/+4
| | | | | | | a collision mesh for it. * Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
* * Fixed a logic error in previous commit. Darn these long ↵Teravus Ovares2008-05-181-2/+2
| | | | client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-1/+7
| | | | half tiny amount implemented.
* * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵Teravus Ovares2008-05-161-3/+13
| | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
* Minor cleanup.Jeff Ames2008-05-161-1/+1
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* Formatting cleanup.Jeff Ames2008-05-161-101/+101
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* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-14/+4
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-6/+6
| | | | direct call to Scene
* Formatting cleanup.Jeff Ames2008-05-141-2/+2
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* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-0/+8
| | | | | | | * 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
* * Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares2008-05-091-1/+20
| | | | | | | it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
* * Fixes Prim ExtraParams Teravus Ovares2008-05-081-12/+1
| | | | | | | | | | | * Fixes Sculpty handling * Fixes Light handling * Fixes Flexi handling * Fixes Sculpty + Flexi handling * Fixes handling of Flexi type * Fixes Changing prim type after changing to sculpty corrupting prim. * Ugly code.
* get all the right bits to SendPrimitiveToClient so we can actuallySean Dague2008-05-071-5/+5
| | | | | | set vel, acc, and rvel in the packet (though this isn't done yet).
* De-tabify source.Jeff Ames2008-05-061-42/+39
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* send actual velocity and angular velocity in terse updatesSean Dague2008-05-061-3/+4
| | | | | | | instead of hardcoding to zero when the primitive is non physical. llTargetOmega should work now.
* * Implemented DIE_AT_EDGE and Temporary objects don't save to the database.Teravus Ovares2008-05-041-0/+20
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* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-5/+50
| | | | | * Nothing user facing yet.
* * DuplicateOnRay with copy center works in two directions... Still ↵Teravus Ovares2008-05-021-1/+1
| | | | | | | fighting with it. * DuplicateOnRay without copy center works in all directions.
* * Rolled back a few changes.Adam Frisby2008-05-011-967/+997
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