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path: root/OpenSim/Region/Environment/Scenes/EntityBase.cs (follow)
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* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-301-1/+1
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* * Optimized usingslbsa712007-10-301-1/+1
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-0/+28
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* * Hotfix for 'properties all the way into the sunset' bug; it just doesn't ↵lbsa712007-09-241-1/+1
| | | | | | | make sense, but maybe we need to handle agentUpdates form children too. * Ignored some bins
* * Removed unused LandRenegerated flaglbsa712007-09-211-7/+0
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* * Continuing refactoring of presencelbsa712007-09-211-1/+1
| | | | | | | | * 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.
* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-191-11/+10
| | | | | * 'remove redundant this qualifier' ftw
* Backup is now optional on classeslbsa712007-09-131-7/+0
| | | | | | | | * Removed unused BackUp method on EntityBase * Added overridable InSceneBackup property on SceneObjectGroup * Refactored out AttachToBackup and DetachFromBackup * Normalized namespace OpenSim.DataStore.MonoSqliteStorage to OpenSim.DataStore.MonoSqlite
* Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW2007-08-271-1/+1
| | | | | | | multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit.
* * Now sending manager, host and root host to Script in constructor.lbsa712007-08-161-1/+3
| | | | | | | | * Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions
* * Introduced IScriptHost as an interface to fetching object data from scripts.lbsa712007-08-161-2/+3
| | | | | | * This meant introducing AbsolutePosition on all objects (since SimChat wants that)
* Some more work on new Sceneobject. MW2007-08-071-2/+2
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* few small changes.MW2007-08-011-8/+14
| | | | | Updated libsl to latest version.
* * Started renaming world to Scenelbsa712007-07-261-34/+13
| | | | | | * Update and UpdateMovement now first stores array to avoid collection update exceptions * Ignored some bins
* few small changesMW2007-07-181-1/+7
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* * Changed SimpleApp to use EventManager and Scene timerlbsa712007-07-171-8/+8
| | | | | * Refactored a lot of m_* and public -> wrappers
* changed to native line ending encodingSean Dague2007-07-161-142/+142
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* Gird mode in sugilite should now work in so far as you should be able to ↵MW2007-07-101-2/+2
| | | | | | | login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now). Also trying to look at the map in grid mode will crash the server.
* Done a little bit of renaming in primitive.cs and on a few events in IClientAPI.MW2007-07-091-7/+7
| | | | | Disabled CAPS asset uploading as it seems it now crashes the server.
* * Begun work on Primitive Duplication. Not hooked up yet, but theoretically ↵Adam Frisby2007-07-091-0/+10
| | | | could be done so. In practice, more work needs to be done.
* A bit more work on Building tools/support.MW2007-07-041-1/+1
| | | | | updated Axiom.MathLib.dll.
* Today's work on Building support/tools. Think I am slowly getting there. MW2007-07-031-1/+1
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* * Optimized usings (the 'LL ate my scripts' commit)lbsa712007-07-031-4/+2
| | | | | * added some licensing info
* Can change the name and description of a prim.MW2007-07-011-0/+1
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* Started change to having SceneObject and then that having child Primitives ↵MW2007-07-011-0/+133
which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.