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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-101-434/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-2/+2
| | | | | | | | | | | | | | | | | | | | OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
* Restore llGetSunPosition to its former self.idb2009-02-021-1/+1
| | | | | Fixes Mantis #2195
* * prune and regrade log messages relating to client login and logoutJustin Clarke Casey2009-01-061-11/+7
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* * Implement saving of region settings in OAR filesJustin Clarke Casey2008-12-301-3/+2
| | | | | | | | * This means that you can now save terrain textures, water height, etc. * Estate settings are not supported * Older OAR files without these settings can still be loaded
* Update Sun options in OpenSim.ini.example. Minor cleanup in SunModule.cs.Jeff Ames2008-10-281-9/+5
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* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-12/+11
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Formatting cleanup.Jeff Ames2008-08-181-5/+5
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* Patch #9150Melanie Thielker2008-07-141-3/+3
| | | | | | Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
* last round of warning squashing. calling it a day now.Dr Scofield2008-06-271-12/+12
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* * Fixes a bug saving the current sun phase to the estate_settings file.Teravus Ovares2008-06-021-1/+3
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* * If you check fixed sun, in the estate tools 'terrain tab', the sun will ↵Teravus Ovares2008-05-301-1/+8
| | | | fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
* * You can set the sun phase via the estate tools now. It doesn't persist ↵Teravus Ovares2008-05-301-15/+16
| | | | across reboots though.
* * Fixed a dangling event hook that I added.Teravus Ovares2008-05-301-6/+66
| | | | | * Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-301-2/+2
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* * Added helper method to the Sun module to Get the Linden hour based on the ↵Teravus Ovares2008-05-301-0/+16
| | | | math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
* * Updated sun module to only send sun updates to root agents. Because it ↵Teravus Ovares2008-05-301-3/+54
| | | | was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
* Formatting cleanup.Jeff Ames2008-05-161-4/+4
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* Formatting cleanup.Jeff Ames2008-05-141-38/+32
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* my last patch didn't actually get the sun to possition correctly, butSean Dague2008-05-121-3/+5
| | | | | | | | now we are correctly using the timezone offset. If you set day_length to 24.0 you'll get a sun progression that roughly follows your real world day on your server.
* move the sun based on localtime instead of utc. Now it won't set for me atSean Dague2008-05-121-4/+10
| | | | | | 3pm any more.
* From: Alan M Webb <awebb@vnet.ibm.com>Justin Clarke Casey2008-05-121-22/+53
| | | | | | | This is a diagnostic patch in support of Mantis bug 1186. It affects only SubModule and will not affect normal usage.
* From: Alan M Webb <awebb@vnet.ibm.com>Justin Clarke Casey2008-05-071-47/+179
| | | | | | | | | | | The attached patch moves the sun module incrementally nearer where it needs to be. Default behavior, i.e. no overriding configuration is to match Second Life's diurnal/nocturnal rhythm. All designated values are now sent to the client.There remain a couple of unanswered questions about how this SHOULD be implemented though.
* * Cleaned up code in Terrain, Tree and Map modules.Adam Frisby2008-05-031-59/+2
| | | | | | | * Fixed a bug with Terragen loader where it would do bad things on a non 256x256 sized terrain. Now loads the array correctly. * Moved MapImageModule.cs to Modules/World/WorldMap * Changed Location.RegionHandle to use Helpers.GetUlong instead of doing it ourselves.
* * Rolled back a few changes.Adam Frisby2008-05-011-1/+1
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-1/+1
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * Cleaned namespaces of entire solution. OpenSim directories now correspond ↵Adam Frisby2008-05-011-1/+1
| | | | with namespaces.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-198/+198
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* * Cruft removal step #1. Cleaning Modules directory.Adam Frisby2008-04-301-8/+12
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* * Previous commit managed to miss some files despite me hitting 'Select all'.Adam Frisby2008-04-301-0/+195
* Attached.