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* Hopefully fixed mantis bug #318 (exception when a prim moves across a ↵MW2007-08-242-3/+24
| | | | border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
* attempted fix for .NET issue with the databaseSean Dague2007-08-241-6/+6
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* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-243-9/+34
| | | | than moved into there.
* Updated sqlite3.dll to version 3.4.2MW2007-08-243-0/+9
| | | | | | Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
* Add region to dbSean Dague2007-08-231-48/+50
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* I think this fixes blob save/load issues (though I'm still not convinced this Sean Dague2007-08-231-20/+26
| | | | | | | | | will handle > 8k textures yet). Need MW to test to see if this gets rid of his issue. There is commented code left in here for now until we know it is fixed
* Lowered priority of script threads. Executing state_entry() event on script rez.Tedd Hansen2007-08-234-11/+2
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* Added RemovePrim method to the physics plugins interface.MW2007-08-237-13/+54
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* grouping of functions to make the overall logic easier to grasp for people,Sean Dague2007-08-231-349/+394
| | | | | | and start to show how this can be super classed with some common elements.
* remove this sqlite file as the database is actually autogeneratedSean Dague2007-08-231-91/+0
| | | | | | | | from the MonoSqlite module, and the schema is evolving over there. People would just get into trouble if they creat the db with this.
* fix typoSean Dague2007-08-231-5/+1
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* Implemented Resize Method in OdePrim.MW2007-08-233-8/+31
| | | | | | | | attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
* 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.
* Correct OpenSim.ini and inventoryStore.dbTedd Hansen2007-08-221-1/+7
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* Seems like I commited OpenSim.ini and inventoryStore.db unintentionally in ↵Tedd Hansen2007-08-222-7/+2
| | | | last commit...
* GC.GetTotalMemory(true) was blocking.Tedd Hansen2007-08-226-14/+19
| | | | | 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.
* changed the comment lines from # to ; in opensim.ini.MW2007-08-211-5/+6
| | | | | | added a serverside_object_permissions = false entry (set to true to enable permission checking on prim editing etc). set the default for standalone account authentication to be turned on (so we don't get lots of people asking why inventory doesn't work). Just remember to use "create user" to create the accounts.
* self document how to enable prim storageSean Dague2007-08-211-29/+33
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* 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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