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path: root/OpenSim/Region/Environment/Scenes/InnerScene.cs (follow)
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-2/+2
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* * 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.