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* Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW2007-08-233-11/+23
| | | | | | | | this is set when registering the prims with the physics engine. Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.) As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-234-2/+50
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* More lsl functions (thanks to ldviopeng and wjordan!)Brian McBee2007-08-231-9/+40
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* setup test tables function which lets us make sure that everythingSean Dague2007-08-221-111/+28
| | | | | | | | | | we are going to ask for from the database is actually there. This will let us bail early with a useful error message, instead of late with a hard to understand one. Do some other cleanups to get rid of debug input I put in
* Bit of refactoring of the sqlite storage code to build the Sean Dague2007-08-221-50/+187
| | | | | | | | data definition in ado.net objects up front. This makes auto generating the sql commands work a lot more reliably.
* Debug shows how many bytes (total) a script (assembly) uses after compile ↵Tedd Hansen2007-08-221-4/+4
| | | | and load.
* GC.GetTotalMemory(true) was blocking.Tedd Hansen2007-08-224-12/+17
| | | | | We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
* Added OnRemoveScript event handler to ScriptEngine. Fixed event queuing of ↵Tedd Hansen2007-08-223-2/+8
| | | | empty objects crash.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-2210-2/+73
| | | | script in a primitive is deleted.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-228-141/+161
| | | | fired likewise. Bugfixes coming in next commit.
* Added Scene.GetSceneObjectPart(uint localID)MW2007-08-221-0/+17
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* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-227-20/+35
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-224-7/+5
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* A case of 'while I was working someone set me up the bomb'.lbsa712007-08-221-1/+2
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* * Added stub OnRezScript handler with plentiful of commentslbsa712007-08-221-0/+11
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* added ParentPartID to TaskInventoryItem class to make it easier to store ↵MW2007-08-221-4/+4
| | | | them in database.
* Fixed typo.MW2007-08-224-6/+6
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* Added forgotten file.MW2007-08-223-5/+147
| | | | | Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
* Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW2007-08-229-57/+203
| | | | scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
* Fix for un-encrypted master avatar password in user databaseBrian McBee2007-08-221-1/+2
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* auto create sqlite database if it doesn't exist. This works, but needs someSean Dague2007-08-211-85/+161
| | | | | | | cleaning up prior to release. However this should make it easy for people to start using sqlite storage.
* Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW2007-08-219-2/+73
| | | | subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
* Hopefully fixed the problem of users avatars not always showing up when ↵MW2007-08-212-6/+19
| | | | either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
* Old group is now deleted from datastore when you link groups/prims, so that ↵MW2007-08-212-3/+2
| | | | the new group can be stored correctly.
* Think linking prims should now work correctly (if its not then please ↵MW2007-08-211-1/+2
| | | | someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
* A bit more work on prim building related code. Think most of the building ↵MW2007-08-212-8/+7
| | | | tools are now connected up and its now just a case of doing some bug fixing.
* Shift and Drag copying should now work correctly. [This was one of those ↵MW2007-08-216-18/+60
| | | | | | | | stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it) Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right. Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
* Can now turn on/off server side permission checking (on prim editing etc) ↵MW2007-08-2112-275/+378
| | | | | | | from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
* Added Property to SceneObjectGroup to allow the UUID of the region it is in ↵MW2007-08-201-0/+10
| | | | to be read.
* The regionUUID is now being passed to the datastore calls.MW2007-08-209-34/+65
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* Instant Messages between users in the same region should actually now work.MW2007-08-2011-55/+38
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* Some minor changes + krinkec's updates to ll* functions.Tedd Hansen2007-08-203-11/+68
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* Added "StopScriot()" to ScriptManager. Stops Executor from executing events ↵Tedd Hansen2007-08-192-34/+53
| | | | in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
* small clean up.MW2007-08-197-14/+44
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* Sqlite datastore should now save the textures and extraparams data (used by ↵MW2007-08-1917-120/+537
| | | | | | | | | | | | | sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already]. Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think). Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups). Some preliminary work on task inventory (ie object's/prim's inventory). Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work). Added a few more method to IClientAPI. Sure there is something I'm forgeting.
* Code comments on recent changes in EventQueueManagerTedd Hansen2007-08-192-12/+48
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* Sped up EventQueueManager response time (scripts now respond quickly). Added ↵Tedd Hansen2007-08-191-39/+117
| | | | support for multiple threads executing events on objects, but only one thread on one script at the time (to utilize MultiCore/hyperthreading CPU's).
* Added event method invoke cache to Executor. "Bind once, Invoke multiple ↵Tedd Hansen2007-08-193-39/+70
| | | | times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
* Moved script loading from ScriptManager to AppDomainManager. Now increases ↵Tedd Hansen2007-08-192-33/+36
| | | | scripts loaded count in AppDomain properly.
* More prep work for adding prims to ODE physicsBrian McBee2007-08-194-33/+96
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* Did I forget to add IScript.cs? Yes I did...Tedd Hansen2007-08-181-0/+12
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* Moved in-AppDomain event execution from Script to ↵Tedd Hansen2007-08-188-137/+107
| | | | OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
* starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee2007-08-184-11/+33
| | | | need for collisions. not hooked in yet.
* Added (theoretical) AppDomain cleanup code.Tedd Hansen2007-08-181-17/+89
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* Scripts are working again. Scripts are now loaded into limited AppDomains ↵Tedd Hansen2007-08-184-53/+98
| | | | | | | (no security yet). *phew* that only took me 12 hours of coding...
* Script loads into separate AppDomain without errors. Events and llFunctions ↵Tedd Hansen2007-08-183-4/+5
| | | | not working yet.
* Moved OpenSim.Region.ScriptEngine.Common.dll from bin\ScriptEngine\ to bin\ ↵Tedd Hansen2007-08-182-4/+7
| | | | folder - hopefully solves compile problem on Linux.
* LSL Compiler now only referring required assemblies (DotNetEngine and ↵Tedd Hansen2007-08-187-277/+341
| | | | Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
* Working on AppDomains. Scripting is now officially broken. :]Tedd Hansen2007-08-188-60/+64
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* Moved LSL_BuiltIn_Commands_Interface.cs to a separate library ↵Tedd Hansen2007-08-187-14/+534
| | | | (OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).