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path: root/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs (follow)
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* 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.
* Formatting cleanup.Jeff Ames2008-03-181-28/+25
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* Fix a few mono compiler warnings. Minor cleanup.Jeff Ames2008-03-171-2/+2
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* * Fix mantis 757.Justin Clarke Casey2008-03-121-20/+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.
* * Temporary resolution for mantis #711Justin Clarke Casey2008-03-071-10/+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
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-3/+3
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-031-7/+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)