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2008-06-12* refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey1-2/+10
scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
2008-06-10* This completes ObjectDuplicateOnRay.Teravus Ovares1-2/+20
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
2008-06-09Update svn properties. Formatting cleanup.Jeff Ames1-1/+2
2008-06-08Added a "if(entity != null)" before the call to Charles Krinke1-1/+3
UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
2008-06-07Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen1-1/+0
reference not set to an instance of object' exception
2008-06-06*Made Object Counting correct with linked objects and turned the previously ↵mingchen1-10/+14
protected functions that only return object counts to public so it can be easily used by outside classes.
2008-06-04Formatting cleanup, minor refactoring, svn properties.Jeff Ames1-1/+1
2008-06-03* minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey1-3/+3
commits
2008-06-03* Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey1-8/+1
2008-06-03* Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey1-9/+3
* May help with mantis 1434 though I doubt it
2008-05-28Formatting cleanup.Jeff Ames1-20/+18
2008-05-26* Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey1-86/+84
protected internal on the basis that they shouldn't be manipulated by outsiders
2008-05-26* Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey1-40/+4
InnerScene
2008-05-26* Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey1-1/+36
match existing AddScenePresence
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames1-6/+6
2008-05-25* A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares1-0/+31
however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
2008-05-25Thank you kindly, Tiffany for a patch that helps:Charles Krinke1-0/+7
Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
2008-05-25* Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey1-10/+0
deleting and unlinking an object
2008-05-24* Refactor: Collapse some multiple remove object pathsJustin Clarke Casey1-8/+33
* Push some delete functionality into InnerScene to match what's already there for adding objects
2008-05-24* Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey1-21/+0
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-5/+6
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey1-4/+13
basis that they all take SOG parameters to improve code readability for now
2008-05-24* Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey1-4/+9
2008-05-24* Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey1-2/+2
2008-05-21* This update causes the backup process to run in a separate thread.Teravus Ovares1-1/+1
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
2008-05-20From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague1-2/+2
House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
2008-05-18* Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares1-0/+23
half tiny amount implemented.
2008-05-16Formatting cleanup.Jeff Ames1-41/+41
2008-05-15Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares1-2/+2
propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
2008-05-14* Fixed attaching objects that are in-world.Teravus Ovares1-1/+1
2008-05-14* Fixed situations where objects would jump back or scale incorrectly with ↵Teravus Ovares1-1/+1
Scale both sides checked. * This probably makes build tools work again. yay.
2008-05-14* Removed 19 warningsTeravus Ovares1-1/+1
2008-05-13* Refactor: Remove locking from InnerScene.GetScenePresence()Justin Clarke Casey1-8/+3
2008-05-13* Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵Justin Clarke Casey1-1/+1
directly to the world
2008-05-13*Complete redo of the permissions modulemingchen1-14/+15
*Removed hardcoded permissions checks *Added permissions checks where needed
2008-05-10* More OutPacket refactors.Teravus Ovares1-151/+1
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
2008-05-08*Added all the permission checks to the sceneexternalchecks and modified ↵mingchen1-26/+28
permission module to follow this. *This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
2008-05-08* Committing an extra bit of permissions for attaching to ensure that the ↵Teravus Ovares1-31/+38
perms are in line with project goals.
2008-05-07* Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey1-12/+27
seen in one of the crashes of mantis 1163 * It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds. * If this is the case, please file a mantis
2008-05-07* Removes references to libsecondlife.Packets from IClientAPI. BAD ↵Adam Frisby1-2/+23
PROGRAMMERS. NAUGHTY. * Thanks to Andrew (DeepThink) for working on this one.
2008-05-05* Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey1-22/+20
2008-05-01* Rolled back a few changes.Adam Frisby1-91/+107
2008-05-01* Spring cleaning on Region.Environment. Adam Frisby1-107/+91
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
2008-05-01* committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares1-2/+2
conflict monster later. Not done yet, doesn't crash the server.
2008-05-01* You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares1-2/+2
you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
2008-04-28* Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares1-0/+14
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
2008-04-27* Patch from XenReborn to make remove-region work properly without needing ↵Teravus Ovares1-2/+1
to do a change-region first. Careful though. I still suggest you do a change-region first. * Patch from Melanie to implement touch_end. * Thanks XenReborn!. Thanks Melanie!
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-13/+57
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-27* More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares1-0/+27
I need them to be for attachments.
2008-04-26* Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares1-5/+27
avatar. Those dastardly objects stick to you.