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* * Encapsulated all CommunicationsManager serviceslbsa712007-09-241-140/+140
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* * There. I think this concludes todays work on moving stuff to Broadcast()lbsa712007-09-211-2/+2
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* * Continuing refactoring of presencelbsa712007-09-211-6/+6
| | | | | | | | * Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
* * even more renaming and refactoring; the cleaning woman is on call.lbsa712007-09-201-6/+6
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* Rev 1971 : The Lbsa71 vintage commitlbsa712007-09-201-2/+2
| | | | | * Refactored to prepare for some serious restructuring
* * Added TryGetAvatar to SceneManagerlbsa712007-09-201-201/+201
| | | | | * Refactored some names for clarity
* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-1913-196/+126
| | | | | * 'remove redundant this qualifier' ftw
* fixing me some line endingsSean Dague2007-09-1713-920/+920
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* * Wired up chat so that channel goes into OnChatFromViewer. However:lbsa712007-09-141-46/+60
| | | | | | | * There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients. * We do not currently support objects listening, so there's really no way of actually using this feature. So; somebody please wire chat all the way to the scripts.
* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-101-2/+2
| | | | | | | | So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
* Cut down on the number of compile warnings. Now down to 5: 4 are related to ↵MW2007-09-081-7/+10
| | | | unused events on IClientAPI and 1 is a unused variable in LSL_BuiltIn_Commands (which I'll leave to Tedd, as he will know if it will be used in the future or not).
* Converted the LSL scripting engine into a IRegionModule, so now all ↵MW2007-09-081-1/+0
| | | | | | | | | "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back). Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
* Added "Local" and "Temporary" Fields to the AssetBase class.MW2007-09-051-1/+1
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* Added partial help info when calling "help" command with a region set.MW2007-09-041-2/+26
| | | | | Added AddDynamicTextureData() to DynamicTextureModule, so that a script (or another module even) can create a dynamic texture by passing a string with the data in, rather than a url. This could be used for anything from a script passing a basic text string (and having it rendered to a texture) or the script building its own html document.
* Some work on Module loading/management.MW2007-09-0413-2/+220
| | | | | | | | Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
* Added a Debug method to the Console/log class that has the Conditional ↵MW2007-08-315-3/+114
| | | | | | | attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives]. A few other minor changes.
* Added some place holder classes for various modules.MW2007-08-305-0/+124
| | | | | Some work on the asset cache, can people please test this. including on one of the public systems so we can see if it causes problems with multiple users.
* few small changes (all work in progress).MW2007-08-291-6/+32
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* Various small changes (some likely to be removed again soon)MW2007-08-291-1/+1
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* Taken the old scripting engine out of Region.Environment and moved it into a ↵MW2007-08-281-1/+1
| | | | separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
* Moved XferModule to OpenSim.Region.Environment.Modules namespace/directory.MW2007-08-281-0/+175
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* Start of trying to make Region/Scene more modular. MW2007-08-282-0/+226
Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.