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path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (follow)
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* getting all our line endings consistant againSean Dague2007-10-051-445/+445
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* == The "right name and place" commit ==lbsa712007-10-051-1/+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
* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-2/+7
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* * Started major restructusing of comms to prepare for better grid and region ↵lbsa712007-09-241-7/+7
| | | | | | | | functionality * Working towards one shared set of services * Killed off two projects with very little functionality
* * Continuing refactoring of presencelbsa712007-09-211-2/+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.
* * even more renaming and refactoring; the cleaning woman is on call.lbsa712007-09-201-2/+2
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* * Some more presence refactoringlbsa712007-09-201-410/+415
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* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-191-63/+71
| | | | | * 'remove redundant this qualifier' ftw
* fixing me some line endingsSean Dague2007-09-171-427/+427
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* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-101-2/+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.
* ODE: added support for Phantom flag. Presently you need to add 1024 to ↵dan miller2007-09-091-4/+5
| | | | ObjectFlags by hand
* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-281-1/+1
| | | | should equal project and directory.
* Start of trying to make Region/Scene more modular. MW2007-08-281-1/+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.
* Deleted a few old files that are no longer used.MW2007-08-271-5/+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.
* Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW2007-08-261-23/+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)
* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-241-8/+6
| | | | than moved into there.
* Updated sqlite3.dll to version 3.4.2MW2007-08-241-0/+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.
* Added RemovePrim method to the physics plugins interface.MW2007-08-231-0/+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.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-221-0/+20
| | | | script in a primitive is deleted.
* Added forgotten file.MW2007-08-221-2/+2
| | | | | Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
* Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW2007-08-221-2/+30
| | | | scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
* Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW2007-08-211-2/+42
| | | | subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
* Can now turn on/off server side permission checking (on prim editing etc) ↵MW2007-08-211-0/+325
from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.