aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2007-12-08Allow moving, deleting, and restoring objects in inventory.Brian McBee1-0/+40
Note: only tested in grid mode, and emptying trash is still not implemented.
2007-12-07Updates to LibSL revision 1498. Thanks Johan!Adam Johnson1-2/+2
2007-12-07* Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares1-0/+3
* 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)
2007-12-06removed obsolete Verbose() functionJeff Ames1-1/+1
2007-12-05Do not create a new asset on item metadata changeSean Dague1-40/+12
From Justin Casey (IBM)
2007-12-05* Refactored Permissions into ScenePresence as requested by MWTeravus Ovares1-0/+1
* 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!
2007-12-04keeping opensim safe for children -- made some namespace references less ↵Jeff Ames1-4/+4
explicit
2007-12-03From Justin Casey (IBM)Sean Dague1-32/+87
While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.
2007-12-03This is a simple patch which just renames an IClientAPI method toSean Dague1-4/+4
SendInventoryItemCreateUpdate() in order to reflect the actual packet it sends (UpdateCreateInventoryItem). From Justin Casey (IBM)
2007-12-02Very partial Avatar Appearance (ie, clothes/body parts) "storage". In ↵MW1-10/+10
standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist. Just need to store this data out to a database.
2007-12-01Rezzing multiple copies of a inventory prim should now work.MW1-0/+1
2007-12-01Due to popular demand, a rezzed prim should no longer delete the original ↵MW1-2/+2
inventory item. (hasn't been tested to make sure no conflicts happen if that new rezzed object is then taken back into inventory but don't think there will be any)
2007-12-01Attempted fix for mantis issue# 66MW1-2/+11
2007-12-01Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW1-2/+2
a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
2007-11-30* Removed permissions flag appliance from Xml deserializationlbsa711-1/+1
* Various code convention compliance
2007-11-29* Fixed neighbour range buglbsa711-2/+2
* Various refactorings
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-1/+1
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-18first stab at implementation of CopyInventoryItemJeff Ames1-43/+84
2007-11-18* Found several cases where prim set physical were not subscribing to ↵Teravus Ovares1-0/+4
physics events.
2007-11-17minor cleanup of some dodgy bitsJeff Ames1-23/+14
2007-11-11* adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares1-1/+1
OpenSim.ini.example in the bin folder for an example.
2007-11-07refactored some duplicate SceneObjectGroup searching code in SceneJeff Ames1-40/+30
2007-11-04Added support for OpenSim application plugins (as requested by Adam), which ↵MW1-19/+19
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.
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-1/+2
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-10-30* Optimized usingslbsa711-5/+4
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW1-2/+1
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-26* Added prototypical AvatarFactory module interface to load avatar parameterslbsa711-1/+0
* Added dump_assets_to_file option to enable asset dumping for debug * normalized some namespaces * InventoryFolder renamed to InventoryFolderImpl to
2007-10-19get rid of all the ^M line endingsSean Dague1-476/+476
2007-10-18small bit of refactoringMW1-473/+476
2007-10-18Possible fix for: Remoting exceptions with adjacent non-running sims.Tleiades Hax1-1/+1
Bugs 449, 454, 408, 244, 197 implemented InformClientOfNeighbours as an asynchroneous process, handling timeouts without blocking the main thread. Improved logging of errors, removed catch all in try catch
2007-10-15* Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa711-0/+28
2007-10-05getting all our line endings consistant againSean Dague1-445/+445
2007-10-05== The "right name and place" commit ==lbsa711-1/+1
* Moved InventoryData to Framework.Types/InventoryItemBase.cs * Moved UserData to Framework.Interfaces/IUserData.cs * Moved UserProfileData to Framework/Types/UserProfileData.cs * Deleted ass-backwards Framework dependency on Framework.Data (now it's the other way round) * Changed some namespaces to reflect file structure
2007-09-29Hollow prims (box only), thanks Gerard! Enjoydan miller1-2/+7
2007-09-24* Started major restructusing of comms to prepare for better grid and region ↵lbsa711-7/+7
functionality * Working towards one shared set of services * Killed off two projects with very little functionality
2007-09-21* Continuing refactoring of presencelbsa711-2/+2
* Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
2007-09-20* even more renaming and refactoring; the cleaning woman is on call.lbsa711-2/+2
2007-09-20* Some more presence refactoringlbsa711-410/+415
2007-09-19* Modernized ScriptManager to new interface-based module calls.lbsa711-63/+71
* 'remove redundant this qualifier' ftw
2007-09-17fixing me some line endingsSean Dague1-427/+427
2007-09-10hooked up sdague new sqlite asset database provider to the old asset system. ↵MW1-2/+2
So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
2007-09-09ODE: added support for Phantom flag. Presently you need to add 1024 to ↵dan miller1-4/+5
ObjectFlags by hand
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW1-1/+1
should equal project and directory.
2007-08-28Start of trying to make Region/Scene more modular. MW1-1/+4
Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
2007-08-27Deleted a few old files that are no longer used.MW1-5/+0
Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server. Deleted Framework.manager as I am sure this is no longer in use.
2007-08-26Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW1-23/+23
the assetcache and asset server). Attempt to fix bug # 326. (crashing when using save-xml and hollow prims) Attempt to fix bug # 328 (limit of 50 items in a folder)
2007-08-24Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW1-8/+6
than moved into there.
2007-08-24Updated sqlite3.dll to version 3.4.2MW1-0/+3
Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
2007-08-23Added RemovePrim method to the physics plugins interface.MW1-0/+14
Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-22Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW1-0/+20
script in a primitive is deleted.