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path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (follow)
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* * Tweaked patch mantis 1302 and committing it.Teravus Ovares2008-05-171-1/+1
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* Formatting cleanup.Jeff Ames2008-05-171-29/+29
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* * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵Teravus Ovares2008-05-161-12/+41
| | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
* Formatting cleanup.Jeff Ames2008-05-161-222/+222
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* * Committing half of patch mantis 001291 from Melanie! Thanks Melanie.Teravus Ovares2008-05-151-5/+13
| | | | | * Fixes perms on take-copy assuming you have a specific flag set.. which is still in discussion.
* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-64/+154
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* Applied Patch mantis 1220. Implements llGetStartParameter. Thanks!Teravus Ovares2008-05-141-0/+3
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* More formatting cleanup.Jeff Ames2008-05-141-2/+4
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* Formatting cleanup.Jeff Ames2008-05-141-2/+2
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* *Fixed compile error on last commitmingchen2008-05-131-1/+2
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* *Objects now delete correctlymingchen2008-05-131-4/+5
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* *Complete redo of the permissions modulemingchen2008-05-131-10/+20
| | | | | | *Removed hardcoded permissions checks *Added permissions checks where needed
* * Fixed null reference exception when rezzing an object from inventory with ↵Teravus Ovares2008-05-111-1/+14
| | | | a rootpart that isn't found. Added a way to tell if it's an attachment.
* * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby2008-05-111-2/+5
| | | | | | | | them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
* *Added all the permission checks to the sceneexternalchecks and modified ↵mingchen2008-05-081-7/+5
| | | | | | | permission module to follow this. *This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
* *Added SceneExternalChecks.cs that is used to manage checking the results of ↵mingchen2008-05-071-8/+11
| | | | multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-6/+6
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* * A bit of spice from here, a pinch of salt from there, some brains that ↵Teravus Ovares2008-05-051-1/+63
| | | | | | | | | | | | | | | attracts zombies.. a recipe for llRezObject * Original patch by YZh Thanks YZH!!!! * object_rez event patch by Melanie, Thanks Melanie!!! * Some fixups, some missing things(velocity,rotation) * script delay * Recoil * Standard error messages * Standard silent failures * Easter egg management
* * Add ability to defer item actions for AddItem() and DeleteItem(). This ↵Justin Clarke Casey2008-05-031-0/+3
| | | | won't be useful until we let the client cache (again?)
* * Refactor RemoveItem()Justin Clarke Casey2008-05-031-17/+20
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* * Refactor: Renaming item and folder tree search methods to have Find*() ↵Justin Clarke Casey2008-05-031-20/+28
| | | | prefixes
* * Refactor: Move bulk of CreateFolder from UserProfileCacheService into ↵Justin Clarke Casey2008-05-031-0/+1
| | | | | | | | CachedUserInfo * Remove unused/superseded methods from GridInventoryService
* * Refactor: remove redundant userId parameter from UpdateItem() and DeleteItem()Justin Clarke Casey2008-05-031-5/+16
| | | | | | * Put warning in remove folder method about non implementation (not that this is used anyway - may be legacy)
* * Refactor: remove pointless agentId parameter from CachedUserInfo.AddItem()Justin Clarke Casey2008-05-031-6/+6
| | | | | | * Remove old framework asset transactions files which were region modularized
* * Rolled back a few changes.Adam Frisby2008-05-011-157/+159
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-159/+157
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-2/+2
| | | | conflict monster later. Not done yet, doesn't crash the server.
* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-3/+12
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Long awaited patch from A_Biondi Mantis 923. Kept alive by Melanie. ↵Teravus Ovares2008-04-301-5/+28
| | | | | | | Thanks A_Biondi and Melanie! * This builds but might not work. JustinCC will examine.. it may work out of the box.
* * Fixes child prim not editable as an attachment. You can right click on ↵Teravus Ovares2008-04-291-1/+1
| | | | child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-1/+98
| | | | | | | | | | | | | | | and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
* * More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares2008-04-271-27/+106
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-0/+81
| | | | | | | | | | inventory * Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory * Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set * This is pending fixes/implementation of upstream permission implementation
* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-5/+5
| | | | | | Please adjust your editors to not use hard tabs.
* * Patch for #973 - Object Rez from Inventory ignores permissions - Thanks ↵Adam Frisby2008-04-231-11/+51
| | | | tglion!
* * Applying Mantis #1020 (Animations) - Thanks Melanie.Adam Frisby2008-04-231-19/+5
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-9/+7
| | | | (this took a while to run).
* * Fix build break in previous revisionJustin Clarke Casey2008-04-191-1/+1
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* * Applying melanie's Landmark patch. Thanks Melanie!Teravus Ovares2008-04-161-1/+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.
* * Updates BetaGridLikeMoneyModuleTeravus Ovares2008-04-101-0/+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.
* * Update code to use patched libsecondlife.dll which removes the problem ↵Justin Clarke Casey2008-04-081-1/+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 :)
* more refactoring, this time on InventoryFolderBaseSean Dague2008-04-071-1/+1
| | | | | | | | * wrap attributes in properties * clean up names a little bit * clean up name styles
* Refactor InventoryItemBase to do the following:Sean Dague2008-04-071-61/+61
| | | | | | | | * wrap fields as Properties * rename some fields/properties to more sensible names * set style to PropName to match more standard C# approach
* * Objects which have their name or description changed while within ↵Justin Clarke Casey2008-04-071-40/+59
| | | | inventory will now retain those details when rezzed to a scene
* * Preserve original creator's name when an object is givenJustin Clarke Casey2008-04-071-2/+2
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* * EXPERIMENTAL ROUGH DRAFT: First rough implementation of avatar to avatar ↵Justin Clarke Casey2008-04-071-4/+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
* * Resolve mantis 849Justin Clarke Casey2008-04-031-1/+1
| | | | | | * Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
* Minor: just some method commentsJustin Clarke Casey2008-04-021-1/+1
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* * Fix for mantis 131, 796Justin Clarke Casey2008-03-311-4/+14
| | | | | | * Take copy now actually takes a copy into inventory rather than the original
* * Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares2008-03-211-0/+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.