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path: root/OpenSim/Region/Environment/Scenes/ScenePresence.cs (follow)
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* * Removes references to libsecondlife.Packets from IClientAPI. BAD ↵Adam Frisby2008-05-071-17/+17
| | | | | | | PROGRAMMERS. NAUGHTY. * Thanks to Andrew (DeepThink) for working on this one.
* * Other then the prim update experiments that are going on now, ↵Teravus Ovares2008-05-071-2/+18
| | | | llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
* * Theoretically, everything is in place for scripted take controls... ↵Teravus Ovares2008-05-071-1/+103
| | | | | | | Theoretically. * I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
* * Cleaning up code, making it conform to OpenSim standards.Adam Frisby2008-05-061-2/+2
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* * Committing a bunch of work for control snatching. Not done yet. No ↵Teravus Ovares2008-05-061-0/+125
| | | | visible features.
* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-0/+8
| | | | not the attachment.
* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-1/+1
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* * For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares2008-05-031-1/+55
| | | | does not regenerate until you're dead!
* * More refactorings of UDPServer.Adam Frisby2008-05-021-1/+1
| | | | | | * Removed all references where possible. * Renamed lots of variables from UDPServerXYZ to clientServerXYZ
* * Rolled back a few changes.Adam Frisby2008-05-011-748/+754
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-754/+748
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-0/+10
| | | | | | | | | | | | | | | 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.
* Minor svn, formatting cleanup.Jeff Ames2008-04-271-4/+0
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* * Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares2008-04-261-2/+41
| | | | avatar. Those dastardly objects stick to you.
* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-64/+64
| | | | | | Please adjust your editors to not use hard tabs.
* * Applying Mantis #1020 (Animations) - Thanks Melanie.Adam Frisby2008-04-231-47/+91
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-10/+10
| | | | (this took a while to run).
* * Applying melanie's Landmark patch. Thanks Melanie!Teravus Ovares2008-04-161-0/+4
| | | | | * To make a landmark, you currently have to enable admin options in the advanced menu first. We're working on this.. however use the admin options solution in the mean time.
* refactor: eliminate method in UserProfileCacheServiceJustin Clarke Casey2008-04-111-1/+1
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* * Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares2008-04-021-0/+2
| | | | | | | needs to be updated still. * Adding some XMPP stuff that's incomplete.
* * Massaging CAPS setup/teardown log messagesJustin Clarke Casey2008-03-251-1/+1
| | | | | | * Leaving quite a few debug messages in for now to help deal with bugs arising
* * Tear down CAPS and http handlers when an agent leaves a region (via ↵Justin Clarke Casey2008-03-251-3/+12
| | | | crossing, teleport or logout)
* * Clean up Scene.AddCapsHandler(). There was a race condition warning, but ↵Justin Clarke Casey2008-03-241-0/+8
| | | | | | | | | I don't think this is now relevant... * Remove some now extraneous CAPS related messages
* * Start passing around a region server's http port in RegionInfo.Justin Clarke Casey2008-03-231-2/+2
| | | | | | | | | | | * This means that caps methods (editing scripts, poss map functions, etc) on non-home regions should now work with servers which are listening for http ports on a non default (9000) port. * If you are running a region server, this may only work properly once your grid server upgrades to this revision * PLEASE NOTE: This shouldn't cause inter-region problems if one end of the connection hasn't upgraded to this revision. However if it does, the instability will persist until the grid and region (and possibly all the region's neighbours) have upgraded to this revision. * This revision also adds extra login related messages, both for success and failure conditions
* *Moved LandManagement into its own region module (spiffy!)mingchen2008-03-221-2/+2
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* * First draft resolution of mantis 777, 734, 389 - scripts do not save in ↵Justin Clarke Casey2008-03-201-1/+10
| | | | | | | | | | | | non-home regions * Should work in multi-region standalone and grid modes * This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc) * We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master * Current limitation is that this will only work if your http_listener_port is 9000 * This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
* Formatting cleanup.Jeff Ames2008-03-181-61/+59
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* Formatting cleanup.Jeff Ames2008-03-181-26/+26
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-9/+3
| | | | | | | * 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/+9
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * You can leave godmode if you want now.Teravus Ovares2008-03-141-2/+12
| | | | | * Fixed a compile error.
* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+1
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* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-10/+20
| | | | | | | | | '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
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-051-2/+0
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* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-1/+1
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-4/+412
| | | | 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.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-281-1/+1
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-281-1/+1
| | | | updates (fixed)
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+5
| | | | instances to prevent event race conditions
* Minor cleanup.Jeff Ames2008-02-201-10/+2
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* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-201-0/+23
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin ↵Teravus Ovares2008-02-181-3/+9
| | | | was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
* * Thanks to Ahzz, more verbose error messages on the console and possibly a ↵Teravus Ovares2008-02-181-1/+8
| | | | fix to the b*stard Sakai issue.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+1
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-4/+16
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-14/+9
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-2/+16
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+1
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-3/+3
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.