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| | * minor: remove mono compile warning, a Vector3 can never be null since it's a ↵Justin Clark-Casey (justincc)2011-11-291-9/+6
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| | * tabulate "show caps" output for easier readabilityJustin Clark-Casey (justincc)2011-11-291-5/+10
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| | * Correct mistake in "debug eq" helpJustin Clark-Casey (justincc)2011-11-291-1/+1
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| | * Add "debug http" command for currently simple extra debug logging of ↵Justin Clark-Casey (justincc)2011-11-291-2/+24
| | | | | | | | | | | | non-event queue inbound http requests to a simulator
* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-2815-263/+313
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| * | Merge branch 'master' into bigmergeMelanie2011-11-2815-263/+313
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2011-11-269-98/+66
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| | | * When removing an LSL sensor for a script (e.g. through llResetScript() or ↵Justin Clark-Casey (justincc)2011-11-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | state change), don't also remove sensors for other scripts in the same prim. Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452
| | | * minor: formatting changes in Scene.PacketHandlers.csJustin Clark-Casey (justincc)2011-11-261-5/+5
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| | | * minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-11-261-1/+1
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| | | * Rip out unused Scene.HandleFetchInventoryDescendentsCAPS().Justin Clark-Casey (justincc)2011-11-262-59/+0
| | | | | | | | | | | | | | | | This has been handled by WebFetchInvDescHandler.Fetch() for some time.
| | | * Use the same web fetch handler for every request from every avatar, since it ↵Justin Clark-Casey (justincc)2011-11-261-3/+11
| | | | | | | | | | | | | | | | contains no instance code
| | | * Fix config so that you can have both WebFetchInventoryDescendents and ↵Justin Clark-Casey (justincc)2011-11-251-1/+2
| | | | | | | | | | | | | | | | FetchInvnetoryDescendents2 caps active at once
| | | * Resolve error where an unknown asset type would cause the fetch inventory ↵Justin Clark-Casey (justincc)2011-11-251-4/+1
| | | | | | | | | | | | | | | | | | | | | | | | descendents cap to fail. Introduced just a few commits ago in 0688861
| | | * Implement the FetchInventoryDescendents2 capability using the same code as ↵Justin Clark-Casey (justincc)2011-11-251-17/+38
| | | | | | | | | | | | | | | | | | | | | | | | WebFetchInventoryDescendents. Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
| | | * remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-253-8/+8
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| | | * Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵Justin Clark-Casey (justincc)2011-11-251-2/+2
| | | | | | | | | | | | | | | | conversion rather than the arrays in TaskInventoryItem
| | * | Add missing property to llGetLinkPrimitiveParamsBlueWall2011-11-262-0/+4
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| | * Fix WebFetchInventoryDescendents cap to use ↵Justin Clark-Casey (justincc)2011-11-251-0/+2
| | | | | | | | | | | | | | | | | | Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings These cover a wider range of types.
| | * Remove bizarre call to PhysicsScene.Simulate(0) in ↵Justin Clark-Casey (justincc)2011-11-241-4/+2
| | | | | | | | | | | | | | | | | | Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either
| | * When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)2011-11-242-21/+21
| | | | | | | | | | | | | | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information.
| | * comment out a noisy log line I accidentally left in from the last commitJustin Clark-Casey (justincc)2011-11-241-1/+1
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| | * Stop passing a request handler to the initial caps.RegisterHandler in ↵Justin Clark-Casey (justincc)2011-11-241-157/+162
| | | | | | | | | | | | | | | | | | EventQueueGetModule since this is immediatley replaced by a poll server handler. This allows us to comment out a bunch of code and simplify the codebase and readability.
| | * Add a "debug eq" console command for debugging.Justin Clark-Casey (justincc)2011-11-241-6/+79
| | | | | | | | | | | | This will log outgoing event queue message names if turned on.
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-241-101/+101
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| | * | Add disabled CrossBehaviour to pCampBot, which is designed to cross test ↵Justin Clark-Casey (justincc)2011-11-241-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | bots between neighbouring regions. Not yet enabled since there is a bug where the initial cross will work but all subsequent movements on the receiving simulator appear to fail.
* | | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-2414-627/+610
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| * | | Merge branch 'master' into bigmergeMelanie2011-11-2414-627/+610
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| | * | Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-232-2/+27
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| | | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2011-11-2310-290/+269
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| | | * | Shell Environment Variables in configBlueWall2011-11-232-2/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adding updated Nini and support to use shell environment variables in OpenSimulator configuration. Nini @ https://github.com/BlueWall/Nini-Dev
| | * | | Line endingsDan Lake2011-11-231-101/+101
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| | * | Log error if we attempt to add/remove an OdeCharacter from the _characters ↵Justin Clark-Casey (justincc)2011-11-221-23/+33
| | | | | | | | | | | | | | | | list inappropriately
| | * | Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵Justin Clark-Casey (justincc)2011-11-221-6/+1
| | | | | | | | | | | | | | | | this is now being down in OdeCharacter.DestroyOdeStructures()
| | * | Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-222-66/+60
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| | * | Comment out unimplemented and uncalled RegionCombinerModule.UnCombineRegion()Justin Clark-Casey (justincc)2011-11-221-27/+27
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| | * | minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-11-221-1/+1
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| | * | Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)2011-11-224-29/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
| | * | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)2011-11-223-141/+128
| | |/ | | | | | | | | | | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
| | * Slightly improve "Unable to space collide" logging message, though I don't ↵Justin Clark-Casey (justincc)2011-11-211-1/+2
| | | | | | | | | | | | think I've ever seen this.
| | * Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵Justin Clark-Casey (justincc)2011-11-211-17/+4
| | | | | | | | | | | | | | | | | | contain a null character. Ignoring the ancient code glyphs not to do this....
| | * remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
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| | * Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)2011-11-212-92/+112
| | | | | | | | | | | | | | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded
| | * simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
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| | * don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
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| | * don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
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| | * rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵Justin Clark-Casey (justincc)2011-11-211-8/+10
| | | | | | | | | | | | match existing DestroyOdeStructures()
| | * refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
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| | * Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵Justin Clark-Casey (justincc)2011-11-213-23/+24
| | | | | | | | | | | | nothing right now
| | * Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵Justin Clark-Casey (justincc)2011-11-212-70/+29
| | | | | | | | | | | | point of detection rather than later on.