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path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs (follow)
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* * minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey2008-06-031-3/+3
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* * Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey2008-06-031-8/+1
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* * Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey2008-06-031-9/+3
| | | | | | * May help with mantis 1434 though I doubt it
* Formatting cleanup.Jeff Ames2008-05-281-20/+18
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* * Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey2008-05-261-86/+84
| | | | protected internal on the basis that they shouldn't be manipulated by outsiders
* * Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey2008-05-261-40/+4
| | | | InnerScene
* * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2008-05-261-1/+36
| | | | match existing AddScenePresence
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-6/+6
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+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.
* Thank you kindly, Tiffany for a patch that helps:Charles Krinke2008-05-251-0/+7
| | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-251-10/+0
| | | | deleting and unlinking an object
* * Refactor: Collapse some multiple remove object pathsJustin Clarke Casey2008-05-241-8/+33
| | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects
* * Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey2008-05-241-21/+0
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* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-5/+6
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-241-4/+13
| | | | basis that they all take SOG parameters to improve code readability for now
* * Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey2008-05-241-4/+9
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* * Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey2008-05-241-2/+2
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-1/+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.
* From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague2008-05-201-2/+2
| | | | | | | | | | House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+23
| | | | half tiny amount implemented.
* Formatting cleanup.Jeff Ames2008-05-161-41/+41
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* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-2/+2
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* * Fixed attaching objects that are in-world.Teravus Ovares2008-05-141-1/+1
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* * Fixed situations where objects would jump back or scale incorrectly with ↵Teravus Ovares2008-05-141-1/+1
| | | | | | | Scale both sides checked. * This probably makes build tools work again. yay.
* * Removed 19 warningsTeravus Ovares2008-05-141-1/+1
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* * Refactor: Remove locking from InnerScene.GetScenePresence()Justin Clarke Casey2008-05-131-8/+3
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* * Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵Justin Clarke Casey2008-05-131-1/+1
| | | | directly to the world
* *Complete redo of the permissions modulemingchen2008-05-131-14/+15
| | | | | | *Removed hardcoded permissions checks *Added permissions checks where needed
* * More OutPacket refactors.Teravus Ovares2008-05-101-151/+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')
* *Added all the permission checks to the sceneexternalchecks and modified ↵mingchen2008-05-081-26/+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
* * Committing an extra bit of permissions for attaching to ensure that the ↵Teravus Ovares2008-05-081-31/+38
| | | | perms are in line with project goals.
* * Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey2008-05-071-12/+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
* * Removes references to libsecondlife.Packets from IClientAPI. BAD ↵Adam Frisby2008-05-071-2/+23
| | | | | | | PROGRAMMERS. NAUGHTY. * Thanks to Andrew (DeepThink) for working on this one.
* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-22/+20
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* * Rolled back a few changes.Adam Frisby2008-05-011-91/+107
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-107/+91
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-2/+2
| | | | conflict monster later. Not done yet, doesn't crash the server.
* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-2/+2
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-0/+14
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * Patch from XenReborn to make remove-region work properly without needing ↵Teravus Ovares2008-04-271-2/+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!
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-13/+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.
* * More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares2008-04-271-0/+27
| | | | I need them to be for attachments.
* * Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares2008-04-261-5/+27
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-0/+3
| | | | | * Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-5/+50
| | | | | | | | | * Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
* * Patch for #973 - Object Rez from Inventory ignores permissions - Thanks ↵Adam Frisby2008-04-231-0/+12
| | | | tglion!
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+4
| | | | (this took a while to run).
* Thank you kindly krtaylor for a patch to solve:Charles Krinke2008-04-191-0/+11
| | | | | | Linked objects won't scale together properly, only the root object scales. This happens with scaling both up and down or inputting numbers in the edit dialog.
* Thank you very much, Kmeisthax for:Charles Krinke2008-04-161-0/+44
| | | | | | | This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag. Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
* * Working towards notifying the client if the inventory service has failed, ↵Justin Clarke Casey2008-04-141-5/+28
| | | | | | | | | rather than simply returning 0 items. * This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards * Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.