Commit message (Collapse) | Author | Files | Lines | ||
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2008-06-12 | * refactor: For new objects, move attach to backup to occur when adding to a ↵ | Justin Clarke Casey | 1 | -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 Ovares | 1 | -2/+20 | |
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates. | |||||
2008-06-09 | Update svn properties. Formatting cleanup. | Jeff Ames | 1 | -1/+2 | |
2008-06-08 | Added a "if(entity != null)" before the call to | Charles Krinke | 1 | -1/+3 | |
UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene. | |||||
2008-06-07 | Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵ | mingchen | 1 | -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 ↵ | mingchen | 1 | -10/+14 | |
protected functions that only return object counts to public so it can be easily used by outside classes. | |||||
2008-06-04 | Formatting cleanup, minor refactoring, svn properties. | Jeff Ames | 1 | -1/+1 | |
2008-06-03 | * minor: Attempted method documentation clarifications related to last two ↵ | Justin Clarke Casey | 1 | -3/+3 | |
commits | |||||
2008-06-03 | * Remove what should be unnecessary locking in InnerScene.GetEntitites() | Justin Clarke Casey | 1 | -8/+1 | |
2008-06-03 | * Remove what should be unnecessary locking of GetScenePresences() | Justin Clarke Casey | 1 | -9/+3 | |
* May help with mantis 1434 though I doubt it | |||||
2008-05-28 | Formatting cleanup. | Jeff Ames | 1 | -20/+18 | |
2008-05-26 | * Refactor: Where possible, change visibility on InnerScene methods to ↵ | Justin Clarke Casey | 1 | -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 Casey | 1 | -40/+4 | |
InnerScene | |||||
2008-05-26 | * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵ | Justin Clarke Casey | 1 | -1/+36 | |
match existing AddScenePresence | |||||
2008-05-25 | Update svn properties. Formatting cleanup. | Jeff Ames | 1 | -6/+6 | |
2008-05-25 | * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵ | Teravus Ovares | 1 | -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. | |||||
2008-05-25 | Thank you kindly, Tiffany for a patch that helps: | Charles Krinke | 1 | -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 Casey | 1 | -10/+0 | |
deleting and unlinking an object | |||||
2008-05-24 | * Refactor: Collapse some multiple remove object paths | Justin Clarke Casey | 1 | -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/InnerScene | Justin Clarke Casey | 1 | -21/+0 | |
2008-05-24 | * Refactor: Change previous commits Object methods to SceneObject methods ↵ | Justin Clarke Casey | 1 | -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 Casey | 1 | -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 InnerScene | Justin Clarke Casey | 1 | -4/+9 | |
2008-05-24 | * Refactor: Make some inner scene dictionaries internal rather than public | Justin Clarke Casey | 1 | -2/+2 | |
2008-05-21 | * This update causes the backup process to run in a separate thread. | Teravus Ovares | 1 | -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. | |||||
2008-05-20 | From: Jeremy Bongio <jbongio@us.ibm.com> | Sean Dague | 1 | -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 Ovares | 1 | -0/+23 | |
half tiny amount implemented. | |||||
2008-05-16 | Formatting cleanup. | Jeff Ames | 1 | -41/+41 | |
2008-05-15 | Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵ | Teravus Ovares | 1 | -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 Ovares | 1 | -1/+1 | |
2008-05-14 | * Fixed situations where objects would jump back or scale incorrectly with ↵ | Teravus Ovares | 1 | -1/+1 | |
Scale both sides checked. * This probably makes build tools work again. yay. | |||||
2008-05-14 | * Removed 19 warnings | Teravus Ovares | 1 | -1/+1 | |
2008-05-13 | * Refactor: Remove locking from InnerScene.GetScenePresence() | Justin Clarke Casey | 1 | -8/+3 | |
2008-05-13 | * Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵ | Justin Clarke Casey | 1 | -1/+1 | |
directly to the world | |||||
2008-05-13 | *Complete redo of the permissions module | mingchen | 1 | -14/+15 | |
*Removed hardcoded permissions checks *Added permissions checks where needed | |||||
2008-05-10 | * More OutPacket refactors. | Teravus Ovares | 1 | -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 ↵ | mingchen | 1 | -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 Ovares | 1 | -31/+38 | |
perms are in line with project goals. | |||||
2008-05-07 | * Increasing ScenePresences locking to prevent race conditions such as those ↵ | Justin Clarke Casey | 1 | -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 Frisby | 1 | -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 PermissionsModule | Justin Clarke Casey | 1 | -22/+20 | |
2008-05-01 | * Rolled back a few changes. | Adam Frisby | 1 | -91/+107 | |
2008-05-01 | * Spring cleaning on Region.Environment. | Adam Frisby | 1 | -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 Ovares | 1 | -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 Ovares | 1 | -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 Ovares | 1 | -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 Ovares | 1 | -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 Ovares | 1 | -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 Ovares | 1 | -0/+27 | |
I need them to be for attachments. | |||||
2008-04-26 | * Ooops, attachments now teleport/cross region borders along with your ↵ | Teravus Ovares | 1 | -5/+27 | |
avatar. Those dastardly objects stick to you. |