aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-061-23/+0
| | | | | | | * Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-1/+1
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-6/+14
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW2008-02-161-1/+1
| | | | so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
* * some refactoring on permissionslbsa712008-02-111-1/+1
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague2008-02-081-1/+12
| | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group.
* * Whole buncha stuff.Adam Frisby2008-02-041-0/+8
|
* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-1/+1
| | | | | | | | * 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.
* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-031-1/+1
| | | | code. Let me know by IRC if there are other problems
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-1/+1
| | | | | | | 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
* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-281-2/+6
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Optimized usingslbsa712007-12-271-10/+9
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke2007-12-171-3/+9
| | | | | error in Scene. Affects 6 files and is Mantis#201
* * Beating on the head that is terrain editing.Teravus Ovares2007-12-151-1/+1
| | | | | | * SelectAABB + Radio Button Action + 'brush size' + Apply works now. * There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
* * Added support for multiple terrain blocks to be edited at the same timeTeravus Ovares2007-12-151-1/+1
| | | | | | | * Now sending South and East cords to the terrain editor.. * No new functionality from a user perspective * Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
* Refactored animation handling in ScenePresence. Now maintains a list of ↵Jeff Ames2007-12-101-5/+0
| | | | | | | | | current animations. * Fixes weirdness when typing and sitting at the same time * Should fix bug #32 (getting stuck in edit appearance pose) * Crouchwalk and possibly jump may need more looking into
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-2/+2
| | | | notice of doom
* refactored ChatModule a bit.Jeff Ames2007-12-101-2/+2
| | | | | misc cleanup and code convention fixes.
* Added some error handling (and console output) to BaseHttpServer.MW2007-12-021-3/+0
| | | | | a few other bits of refactoring.
* * Added AvatarPicker in Standalone mode. Works for finding avatar to ban, ↵Teravus Ovares2007-11-131-0/+39
| | | | | | | manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D. * Grid mode always returns 0 results until the Grid Communications portion is done.
* fixed non-ASCII chat and IMJeff Ames2007-11-081-1/+1
|
* converted hard-coded chat type values to ChatTypeEnumJeff Ames2007-11-081-2/+2
|
* First part of Scene refactoring:MW2007-11-031-367/+0
| | | | | | Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
* * Diuerse beavtificatemslbsa712007-11-011-5/+3
|
* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-301-0/+16
|
* * Optimized usingslbsa712007-10-301-13/+9
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+2
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* * Major structural change: Begun converting Events to use (caller, args) ↵Adam Frisby2007-10-191-1/+16
| | | | | | | | syntax to conform with .NET guidelines. * OnChatFromViewer has been converted as an example. * Bug: SimpleApp's NPC client does not implement a Scene property and will likely crash with a NullReferenceException when it attempts to chat.
* * Instant Message functionality moved into a Region ModulesAdam Frisby2007-10-191-35/+1
| | | | | * You can now send instant messages to any user on the simulator, regardless of what region they are in.
* * Slowly but surely working my way towards Regionality...lbsa712007-09-211-5/+5
|
* * 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
|
* * Some more presence refactoringlbsa712007-09-201-4/+4
|
* Rev 1971 : The Lbsa71 vintage commitlbsa712007-09-201-6/+5
| | | | | * Refactored to prepare for some serious restructuring
* * Rewired Touch to route to group/part (Still triggering EventManager as well)lbsa712007-09-201-0/+14
|
* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-191-60/+55
| | | | | * 'remove redundant this qualifier' ftw
* * Wired up chat so that channel goes into OnChatFromViewer. However:lbsa712007-09-141-2/+2
| | | | | | | * There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients. * We do not currently support objects listening, so there's really no way of actually using this feature. So; somebody please wire chat all the way to the scripts.
* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
|
* Some work on Module loading/management.MW2007-09-041-49/+4
| | | | | | | | Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
* Various small changes (some likely to be removed again soon)MW2007-08-291-0/+9
|
* Taken the old scripting engine out of Region.Environment and moved it into a ↵MW2007-08-281-10/+0
| | | | separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
* Start of trying to make Region/Scene more modular. MW2007-08-281-89/+3
| | | | | | | | | 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.
* A bit more work on prim building related code. Think most of the building ↵MW2007-08-211-8/+4
| | | | tools are now connected up and its now just a case of doing some bug fixing.
* Shift and Drag copying should now work correctly. [This was one of those ↵MW2007-08-211-6/+6
| | | | | | | | stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it) Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right. Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
* Can now turn on/off server side permission checking (on prim editing etc) ↵MW2007-08-211-190/+1
| | | | | | | 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.
* The regionUUID is now being passed to the datastore calls.MW2007-08-201-1/+1
|
* Instant Messages between users in the same region should actually now work.MW2007-08-201-2/+2
|
* small clean up.MW2007-08-191-0/+14
|
* Sqlite datastore should now save the textures and extraparams data (used by ↵MW2007-08-191-1/+20
| | | | | | | | | | | | | sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already]. Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think). Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups). Some preliminary work on task inventory (ie object's/prim's inventory). Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work). Added a few more method to IClientAPI. Sure there is something I'm forgeting.
* Had to rename Rotation in SceneObjectGroup to GroupRotation to stop conflict ↵MW2007-08-161-1/+2
| | | | | | | with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new). When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.