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2008-02-20* Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey1-5/+16
an asset back from the cache
2008-02-20* Eliminate AssetCache.CopyAsset()Justin Clarke Casey1-32/+26
* Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
2008-02-20Minor cleanup.Jeff Ames1-3/+3
2008-02-18Thank you very much Ahzzmandius for adding the supportCharles Krinke1-0/+45
to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
2008-02-16Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW1-4/+15
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!
2008-02-13Clean up more unnecessary String.Format callsJeff Ames1-4/+3
2008-02-13* Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey1-43/+6
* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others * I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you. * Add/correct comments
2008-02-12Refactor: factor a method out of AgentAssetTransactionsManagerJustin Clarke Casey1-8/+27
2008-02-12* Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and ↵Justin Clarke Casey1-1/+1
align classes with file names * Small amount of ndoc * This will probably require a prebuild and nant clean
2008-02-11Tiny change to print out a warning in a situation which almost guaranteeably ↵Justin Clarke Casey1-3/+20
never occurs anyway
2008-02-11* some refactoring on permissionslbsa711-3/+3
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-10The very beginnings of attachments (no detachments! :)Dalien Talbot1-0/+10
2008-02-10Clean up logging calls using String.Format explicitlyJeff Ames1-38/+38
2008-02-05Converted logging to use log4net.Jeff Ames1-59/+60
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-01-23* Library scripts can now be dragged into primsJustin Clarke Casey1-9/+28
* Unfortunately, they show us as non modify, though they will run * We're probably hitting unimplement permissions stuff
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-1/+1
perms weirdness, let's all work together to find the real cause.
2008-01-21Change misleading placeholder error messages for attempts to persist ↵Justin Clarke Casey1-2/+2
non-script items to prim inventory
2008-01-16* Store task inventory when an object is taken into agent inventoryJustin Clarke Casey1-7/+10
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares1-0/+1
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
2008-01-15* Mother of all commits:Adam Frisby1-1/+1
* Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-09Prim inventory script saving phase 2.Justin Clarke Casey1-30/+52
* 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.
2008-01-07Minor prim inventory method refactoringJustin Clarke Casey1-1/+1
2008-01-07Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey1-3/+0
is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
2008-01-07Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey1-1/+0
2008-01-07Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey1-41/+15
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey1-0/+13
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2007-12-30* This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares1-2/+2
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
2007-12-29* Extracted out old RezObject method placing at absolute pos without the ↵lbsa711-0/+5
raytracing * Ignored some bins
2007-12-28* Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares1-1/+16
above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
2007-12-27* Optimized usingslbsa711-93/+96
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-26If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey1-1/+2
after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
2007-12-25Small non-functional inventory changesJustin Clarke Casey1-32/+78
2007-12-24Prim inventory script saving phase 1. Create necessary CAPS structures for ↵Justin Clarke Casey1-1/+40
correctly accepting prim inventory script updates. No user functionality yet. Refactoring to follow.
2007-12-22Make copying of scripts into prim inventories more reliable on the first ↵Justin Clarke Casey1-26/+17
attempt when the asset server is lagging by formalising the de facto polling. This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
2007-12-22minor refactorJustin Clarke Casey1-1/+3
2007-12-22Put in some race revealing warning messages triggered when a user rezzes a ↵Justin Clarke Casey1-0/+30
script to prim inventory
2007-12-22Initial hookup of update task inventory event. No functionality yet.Justin Clarke Casey1-2/+51
2007-12-20Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames1-1/+1
Works with LibSL rev>1532
2007-12-17Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke1-2/+8
error in Scene. Affects 6 files and is Mantis#201
2007-12-15* Make inventory operations sync rather than async. This is to alleviate ↵Justin Clarke Casey1-1/+4
race conditions such as that in mantis #190 * Make inventory messages more verbose. Hopefully they aren't now too verbose * This may resolve some grid instability but it's likely there's much more out there.
2007-12-14* Fixed a cause of an ODE 'invalid operation for locked space 'Teravus Ovares1-15/+15
2007-12-12* In our quest for sim heartbeat stats, we're a touch closer to accurate ↵Teravus Ovares1-0/+1
object count on sim stats. * Fixed a rare, but possible NullReferenceException
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.