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path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (follow)
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* * Store task inventory when an object is taken into agent inventoryJustin Clarke Casey2008-01-161-7/+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
* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-151-0/+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)
* * Mother of all commits:Adam Frisby2008-01-151-1/+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.
* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-30/+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.
* Minor prim inventory method refactoringJustin Clarke Casey2008-01-071-1/+1
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* Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey2008-01-071-3/+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.
* Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2008-01-071-1/+0
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* Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey2008-01-071-41/+15
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* Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey2008-01-071-0/+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.
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-2/+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
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins
* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-281-1/+16
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* * Optimized usingslbsa712007-12-271-93/+96
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey2007-12-261-1/+2
| | | | | | | | after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
* Small non-functional inventory changesJustin Clarke Casey2007-12-251-32/+78
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* Prim inventory script saving phase 1. Create necessary CAPS structures for ↵Justin Clarke Casey2007-12-241-1/+40
| | | | | | | | | correctly accepting prim inventory script updates. No user functionality yet. Refactoring to follow.
* Make copying of scripts into prim inventories more reliable on the first ↵Justin Clarke Casey2007-12-221-26/+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.
* minor refactorJustin Clarke Casey2007-12-221-1/+3
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* Put in some race revealing warning messages triggered when a user rezzes a ↵Justin Clarke Casey2007-12-221-0/+30
| | | | script to prim inventory
* Initial hookup of update task inventory event. No functionality yet.Justin Clarke Casey2007-12-221-2/+51
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* Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames2007-12-201-1/+1
| | | | Works with LibSL rev>1532
* Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke2007-12-171-2/+8
| | | | | error in Scene. Affects 6 files and is Mantis#201
* * Make inventory operations sync rather than async. This is to alleviate ↵Justin Clarke Casey2007-12-151-1/+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.
* * Fixed a cause of an ODE 'invalid operation for locked space 'Teravus Ovares2007-12-141-15/+15
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* * In our quest for sim heartbeat stats, we're a touch closer to accurate ↵Teravus Ovares2007-12-121-0/+1
| | | | | | | object count on sim stats. * Fixed a rare, but possible NullReferenceException
* Allow moving, deleting, and restoring objects in inventory.Brian McBee2007-12-081-0/+40
| | | | | Note: only tested in grid mode, and emptying trash is still not implemented.
* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-071-2/+2
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* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-071-0/+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)
* removed obsolete Verbose() functionJeff Ames2007-12-061-1/+1
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* Do not create a new asset on item metadata changeSean Dague2007-12-051-40/+12
| | | | | | From Justin Casey (IBM)
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-0/+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!
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-4/+4
| | | | explicit
* From Justin Casey (IBM)Sean Dague2007-12-031-32/+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.
* This is a simple patch which just renames an IClientAPI method toSean Dague2007-12-031-4/+4
| | | | | | | | | SendInventoryItemCreateUpdate() in order to reflect the actual packet it sends (UpdateCreateInventoryItem). From Justin Casey (IBM)
* Very partial Avatar Appearance (ie, clothes/body parts) "storage". In ↵MW2007-12-021-10/+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.
* Rezzing multiple copies of a inventory prim should now work.MW2007-12-011-0/+1
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* Due to popular demand, a rezzed prim should no longer delete the original ↵MW2007-12-011-2/+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)
* Attempted fix for mantis issue# 66MW2007-12-011-2/+11
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* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-011-2/+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.
* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-301-1/+1
| | | | | * Various code convention compliance
* * Fixed neighbour range buglbsa712007-11-291-2/+2
| | | | | * Various refactorings
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-1/+1
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* first stab at implementation of CopyInventoryItemJeff Ames2007-11-181-43/+84
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* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-181-0/+4
| | | | physics events.
* minor cleanup of some dodgy bitsJeff Ames2007-11-171-23/+14
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* * adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares2007-11-111-1/+1
| | | | OpenSim.ini.example in the bin folder for an example.
* refactored some duplicate SceneObjectGroup searching code in SceneJeff Ames2007-11-071-40/+30
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* Added support for OpenSim application plugins (as requested by Adam), which ↵MW2007-11-041-19/+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.
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-1/+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.
* * Optimized usingslbsa712007-10-301-5/+4
| | | | | | * Shortened type references * Removed redundant 'this' qualifier