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* * 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.
* * Nasty hack to reduce the incidence of spurious exceptions where a user ↵Justin Clarke Casey2008-04-071-1/+9
| | | | | | | | deletes a newly rezzed object before the persistence thread gets to it from its queue. * This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
* * Resolve mantis 849Justin Clarke Casey2008-04-031-2/+7
| | | | | | * Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
* * Minor: If a user exists but has no inventory in standalone, automatically ↵Justin Clarke Casey2008-03-311-0/+2
| | | | | | | | create new inventory folders * This mirrors the grid behaviour
* * Fix problem where inventory code throws a swallowed exception on grid mode ↵Justin Clarke Casey2008-03-311-1/+1
| | | | if the avatar has never logged in before
* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-191-1/+7
| | | | | | | * This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue * For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* * Fix for if 782: Locked prims may still be moved by click+drag.Teravus Ovares2008-03-191-1/+1
| | | | | * Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-171-1/+1
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* * You can leave godmode if you want now.Teravus Ovares2008-03-141-1/+1
| | | | | * Fixed a compile error.
* * Added null root part guardlbsa712008-03-141-20/+7
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* Attempt to fix mantis #741, could not replicate it myself. But the error ↵MW2008-03-141-130/+137
| | | | was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-0/+6
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-1/+1
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-121-1/+14
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-2/+2
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-0/+43
| | | | support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-221-2/+4
| | | | instances to prevent event race conditions
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-0/+33
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-161-43/+38
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-1/+1
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2008-02-121-0/+4
| | | | of the permission masks or Locked status using the available checkboxes.
* * various minuscule code convention conformance fixeslbsa712008-02-121-0/+2
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* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+1
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-111-1/+1
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-101-0/+147
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* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-101-0/+1
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-101-3/+27
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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