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path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (unfollow)
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2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby1-9/+7
(this took a while to run).
2008-04-19* Fix build break in previous revisionJustin Clarke Casey1-1/+1
2008-04-16* Applying melanie's Landmark patch. Thanks Melanie!Teravus Ovares1-1/+14
* To make a landmark, you currently have to enable admin options in the advanced menu first. We're working on this.. however use the admin options solution in the mean time.
2008-04-10* Updates BetaGridLikeMoneyModuleTeravus Ovares1-0/+11
* Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule. * Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information. * This also fleshes out the Economy API a bit more.
2008-04-08* Update code to use patched libsecondlife.dll which removes the problem ↵Justin Clarke Casey1-1/+1
where the AssetType enum was 'Primitive' rather than 'Object' * The libsecondlife patch was also applied to libsecondlife itself in r1714 * Many, many thanks to Dr Schofield (IBM) for his help on this :)
2008-04-07more refactoring, this time on InventoryFolderBaseSean Dague1-1/+1
* wrap attributes in properties * clean up names a little bit * clean up name styles
2008-04-07Refactor InventoryItemBase to do the following:Sean Dague1-61/+61
* wrap fields as Properties * rename some fields/properties to more sensible names * set style to PropName to match more standard C# approach
2008-04-07* Objects which have their name or description changed while within ↵Justin Clarke Casey1-40/+59
inventory will now retain those details when rezzed to a scene
2008-04-07* Preserve original creator's name when an object is givenJustin Clarke Casey1-2/+2
2008-04-07* EXPERIMENTAL ROUGH DRAFT: First rough implementation of avatar to avatar ↵Justin Clarke Casey1-4/+83
item giving * Now you can drag an object from your inventory and give it to another avatar * !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it) * Also, items for the receiving end up in their root folder rather than the objects folder
2008-04-03* Resolve mantis 849Justin Clarke Casey1-1/+1
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
2008-04-02Minor: just some method commentsJustin Clarke Casey1-1/+1
2008-03-31* Fix for mantis 131, 796Justin Clarke Casey1-4/+14
* Take copy now actually takes a copy into inventory rather than the original
2008-03-21* Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares1-0/+1
vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
2008-03-18Formatting cleanup.Jeff Ames1-28/+25
2008-03-17Fix a few mono compiler warnings. Minor cleanup.Jeff Ames1-2/+2
2008-03-12* Fix mantis 757.Justin Clarke Casey1-20/+0
* 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.
2008-03-07* Temporary resolution for mantis #711Justin Clarke Casey1-10/+19
* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception. * Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
2008-03-05Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague1-3/+3
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares1-7/+38
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
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