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path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs (follow)
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* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-4/+4
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* * Fixed negative child agents in the sim stats.Teravus Ovares2008-02-071-0/+6
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* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-4/+24
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-051-7/+9
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-221-13/+17
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-1/+6
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-0/+1
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-1/+1
| | | | | | | | * It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
* Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2008-01-071-2/+3
| | | | | | | | not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-281-2/+2
| | | | and description. Thanks Melanie.
* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* * Optimized usingslbsa712007-12-271-56/+67
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke2007-12-171-14/+52
| | | | | error in Scene. Affects 6 files and is Mantis#201
* * Added Active(physical) object count to the SimStatsReporterTeravus Ovares2007-12-141-1/+14
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* * In our quest for sim heartbeat stats, we're a touch closer to accurate ↵Teravus Ovares2007-12-121-1/+1
| | | | | | | object count on sim stats. * Fixed a rare, but possible NullReferenceException
* * Added Object count to sim stats (it's incorrect, however, it'll be fixed)Teravus Ovares2007-12-121-0/+6
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* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-2/+50
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* A few minor changes/additions/fixes.MW2007-12-111-1/+1
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* added copyright noticesJeff Ames2007-12-111-1/+29
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* Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ↵MW2007-12-071-2/+2
| | | | | | | ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done. Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-071-21/+80
| | | | | | | * BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
* removed obsolete Verbose() functionJeff Ames2007-12-061-10/+8
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* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-2/+2
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-2/+2
| | | | explicit
* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-1/+1
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* * Removed 12 compiler warnings.Adam Frisby2007-12-041-2/+0
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* *Refactored the initial raytracer so it doesn't use the Parent reference.Teravus Ovares2007-11-301-1/+1
| | | | | *Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
* * Fixed neighbour range buglbsa712007-11-291-1/+1
| | | | | * Various refactorings
* * Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ↵Teravus Ovares2007-11-291-6/+13
| | | | that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+49
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-231-0/+27
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* * Added code to capture the draw distance setting from the client.Teravus Ovares2007-11-221-1/+35
| | | | | * Added a support function to InnerScene to calculate the distance between two vectors.
* Attempt to get World Map working in Grid mode, will need to be using the ↵MW2007-11-181-14/+16
| | | | | | | | | | grid asset server for it to work correctly and has only been quickly tested in a three region grid. Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers. Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place). Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. A few other changes/fixes.
* * Implemented the little friendly pop tooltip messages that appear when you ↵Teravus Ovares2007-11-151-0/+17
| | | | hover your mouse over prim with the object name, description, ownerid.. etc.
* * Copied objects are now owned by the object copier (Next Owner) (however ↵Teravus Ovares2007-11-141-2/+2
| | | | | | | next owner permissions are not applied yet) * In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
* first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague2007-11-131-0/+50
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* refactored some duplicate SceneObjectGroup searching code in SceneJeff Ames2007-11-071-196/+68
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* removed duplicated BOMsJeff Ames2007-11-051-1/+1
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* Some more refactoringMW2007-11-041-35/+88
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* normalized line endingsJeff Ames2007-11-041-655/+655
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* Added support for OpenSim application plugins (as requested by Adam), which ↵MW2007-11-041-2/+0
| | | | | | | use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management. A little bit more refactoring of Scene.
* First part of Scene refactoring:MW2007-11-031-0/+657
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.