Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix autoreturn to not return zero objects | Melanie | 2010-10-07 | 1 | -6/+2 |
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* | Plumb the path for multiple object deletes | Melanie | 2010-10-06 | 4 | -40/+18 |
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* | Add and plumb the usetex URL parameter to worldview. Required but not yet | Melanie | 2010-10-06 | 1 | -1/+1 |
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* | Add the view generating method to the image generator interface | Melanie | 2010-10-05 | 1 | -0/+2 |
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* | Formatting cleanup. | Jeff Ames | 2010-10-04 | 3 | -4/+4 |
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* | I really have to say it again and again: e.Message is NOT enough data for | Melanie | 2010-10-03 | 1 | -2/+1 |
| | | | | | | troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p | ||||
* | Initial port of the Warp3D map tile renderer | Melanie | 2010-10-03 | 1 | -2/+2 |
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* | Reapplying the parts of the prior revert that were not derived from the | Melanie | 2010-10-02 | 1 | -2/+2 |
| | | | | original patch | ||||
* | Revert "Forward-port 0.6 fix" | Melanie | 2010-10-02 | 1 | -2/+2 |
| | | | | This reverts commit 90b51dc7d67507e27c4baa529e979de19dce8de1. | ||||
* | Forward-port 0.6 fix | Melanie | 2010-09-30 | 1 | -2/+2 |
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* | Fix an inventory fetch issue | Melanie | 2010-09-30 | 1 | -0/+3 |
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* | Prevent setting arbitrary groups on your objects. | Melanie | 2010-09-27 | 1 | -0/+3 |
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* | Fix build break | Melanie | 2010-09-27 | 1 | -37/+38 |
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* | if you can't edit a prim's inventory, you don't need to see the asset ids. | Melanie | 2010-09-27 | 1 | -3/+11 |
| | | | | | | Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors. | ||||
* | Restrict inventory items added in a transaction to folder belonging | Melanie | 2010-09-27 | 1 | -0/+6 |
| | | | | to the connected client. | ||||
* | Add UUID to physics prim name parameter so that diagnostic messages can be ↵ | Justin Clark-Casey (justincc) | 2010-09-25 | 2 | -3/+3 |
| | | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on. | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2010-09-25 | 1 | -10/+0 |
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| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2010-09-21 | 2 | -2/+41 |
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| * | | Refactor script create permission into the perms module | Melanie | 2010-09-21 | 1 | -10/+0 |
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* | | | If the uuid gatherer fails to find the asset containing gesture metadata, ↵ | Justin Clark-Casey (justincc) | 2010-09-24 | 1 | -0/+7 |
| |/ |/| | | | | | | | | | | | then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977 | ||||
* | | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵ | Justin Clark-Casey (justincc) | 2010-09-21 | 2 | -2/+41 |
|/ | | | | | | | | scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error. | ||||
* | Fixed a regression in SOG.Copy() | John Hurliman | 2010-09-16 | 1 | -1/+1 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | John Hurliman | 2010-09-16 | 3 | -1/+38 |
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| * | Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {} | Justin Clark-Casey (justincc) | 2010-09-17 | 1 | -22/+21 |
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| * | Removing debug | root | 2010-09-16 | 1 | -1/+0 |
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| * | JustinCC is evil. f7b28dd3 broke script persistence. This fixes it. | root | 2010-09-16 | 4 | -1/+40 |
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* | | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵ | John Hurliman | 2010-09-16 | 12 | -943/+682 |
|/ | | | | MapAndArray collection | ||||
* | rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵ | Justin Clark-Casey (justincc) | 2010-09-15 | 3 | -3/+3 |
| | | | | code readability | ||||
* | Instead of locking SOG.Children when a group is being removed from the ↵ | Justin Clark-Casey (justincc) | 2010-09-15 | 1 | -15/+17 |
| | | | | | | | | scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either | ||||
* | Comment out SOG storing debug log message | Justin Clark-Casey (justincc) | 2010-09-14 | 1 | -3/+3 |
| | | | | This can get very spammy with regularly changing objects. Please uncomment if required. | ||||
* | minor: Add comments which explain what's going on wrt avatar movements at ↵ | Justin Clark-Casey (justincc) | 2010-09-13 | 2 | -0/+6 |
| | | | | various points in the main scene loop and associated methods | ||||
* | Remove SceneGraph.DetachObject() which was accidentally left around after ↵ | Justin Clark-Casey (justincc) | 2010-09-13 | 1 | -10/+0 |
| | | | | being migrated to AttachmentsModule | ||||
* | Remove IAttachmentsModule.SetAttachmentInventoryStatus() from public interface | Justin Clark-Casey (justincc) | 2010-09-13 | 1 | -11/+0 |
| | | | | No core module is calling and it makes more sense to call methods such as AttachObject() which attach both to the avatar and update inventory appropriately | ||||
* | minor: Clean up log messages generated when an item is attached | Justin Clark-Casey (justincc) | 2010-09-13 | 1 | -9/+3 |
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* | Merged | John Hurliman | 2010-09-12 | 21 | -86/+113 |
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| * | Formatting cleanup. | Jeff Ames | 2010-09-12 | 21 | -88/+88 |
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| * | Add copyright headers. | Jeff Ames | 2010-09-12 | 1 | -0/+27 |
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* | | * Added ISimulationDataService and IEstateDataService | John Hurliman | 2010-09-12 | 8 | -118/+123 |
|/ | | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings | ||||
* | Added a stub for ↵ | John Hurliman | 2010-09-12 | 2 | -20/+102 |
| | | | | OpenSim.Services.Connectors.Simulation.SimulationDataServiceConnector | ||||
* | Shuffling fields and properties around in Scene to make Scene.cs more readable | John Hurliman | 2010-09-11 | 1 | -138/+124 |
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* | Changed all string references of "IRegionDataStore" to "ISimulationDataStore" | John Hurliman | 2010-09-11 | 1 | -2/+2 |
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* | Fixed the naming mess around data connectors for simulation data | John Hurliman | 2010-09-11 | 6 | -11/+11 |
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* | Made it impossible to create a user with names containing spaces and ↵ | randomhuman | 2010-09-10 | 1 | -2/+3 |
| | | | | prevented passwords from being echoed after enter is pressed. | ||||
* | Second pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 2010-09-10 | 3 | -58/+35 |
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* | First pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 2010-09-10 | 8 | -346/+221 |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2010-09-08 | 3 | -3/+10 |
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| * | * Cache null account responses in the SimianUserAccountServiceConnector to ↵ | John Hurliman | 2010-09-07 | 1 | -1/+3 |
| | | | | | | | | | | | | avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache | ||||
| * | Make sure unlinked child prims get persisted | Melanie | 2010-09-07 | 1 | -0/+5 |
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| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2010-09-07 | 1 | -2/+2 |
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| * | | Fix deletion persistence when freshly delinked prims are removed | Justin Clark-Casey (justincc) | 2010-09-07 | 6 | -42/+58 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts. |