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2008-03-07* Minor spelling corrections as per mantis 712Justin Clarke Casey1-2/+2
2008-03-06* Disabled ancient TerrainEngine.Adam Frisby1-74/+10
* 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.
2008-03-05* Removed more compiler warnings, dead code, etc.Adam Frisby1-4/+0
2008-03-05* New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby1-1/+1
reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
2008-03-04* One line fix to get everything working again. Essentially set the ↵Teravus Ovares1-1/+0
originRegionID = RegionID in RegionInfo.cs on line 375
2008-03-04Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson1-10/+45
support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
2008-03-03* Removed and sorted using clauses in a number of files.Adam Frisby1-2/+2
* Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-2/+2
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-27* Turned Friends Module into a shared module (to comply with ↵Teravus Ovares1-1/+6
Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
2008-02-27UserService.ClearAgent call is no longer made when a childagent connection ↵MW1-6/+5
is being closed. DisableSimulatorPacket now skips the packet throttles
2008-02-25* Caught HttpListenerException and swallowed if with outputlbsa711-2/+2
* Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
2008-02-20* Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares1-1/+25
* Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
2008-02-20* Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares1-1/+14
themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
2008-02-18Thank you very much Ahzzmandius for adding the supportCharles Krinke1-0/+2
to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
2008-02-16Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW1-4/+8
CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
2008-02-16Some changes to remove some of the direct calls to CommsManager from Scene, ↵MW1-7/+7
so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
2008-02-15* ODE Stability update 4 :D Teravus Ovares1-1/+16
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-15Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not ↵MW1-0/+1
being persisted.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-12/+12
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-14* Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax!lbsa711-4/+33
2008-02-14* Bigisn ODE Stability update 2Teravus Ovares1-0/+7
2008-02-13* Removed a debug line that got called every frame.Teravus Ovares1-1/+1
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-1/+1
(though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-13Clean up more unnecessary String.Format callsJeff Ames1-10/+6
2008-02-13* Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey1-0/+2
* This may or may not help with the memory leak, need to assess
2008-02-13* Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey1-1/+0
* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others * I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you. * Add/correct comments
2008-02-12* Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares1-11/+11
other side now, assuming the region on the other side has physical prim enabled.
2008-02-12* A bunch of updates to make things more smooth.Teravus Ovares1-3/+12
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+5
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11* Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares1-4/+4
* Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
2008-02-11* um, Prim crossings? Experimental.Teravus Ovares1-44/+70
* Backup your database just in case.
2008-02-10The very beginnings of attachments (no detachments! :)Dalien Talbot1-0/+2
2008-02-10* Refactored permissions handling to extract info out of permisisons block ↵lbsa711-148/+135
in ClientView * Changed some uint constants to Enum values
2008-02-10Clean up logging calls using String.Format explicitlyJeff Ames1-4/+4
2008-02-09* Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares1-0/+23
* Made Estate tools work for estate managers without needing to request admin status First * Added code to make the Simulator version to be reported in the About box of the client
2008-02-08Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey1-1/+4
light verbosity to this end
2008-02-08Minor ScenePresence related refactoringJustin Clarke Casey1-3/+19
2008-02-08* Adding console spam to help track 'The Steve Bug'.Adam Frisby1-4/+14
2008-02-08* Fix: Send Parcel data on region crossing.Teravus Ovares1-0/+1
2008-02-07* This update contains a bucket-full of network optimizations.Teravus Ovares1-1/+22
* ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
2008-02-07* Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares1-0/+1
Remove the flag if you delete all of the scripts in the object.
2008-02-06* Added debug message to try track down Mantis#305.Adam Frisby1-0/+1
2008-02-06Consolidated LoadAnims and AvatarAnimations constructor.Jeff Ames1-2/+0
Fixes locking issues with Animations in ScenePresence (bug #324)
2008-02-06* Added the ability to start and stop all scripts in the simulator using the ↵Teravus Ovares1-0/+48
debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
2008-02-06* Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares1-0/+2
* Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
2008-02-05Converted logging to use log4net.Jeff Ames1-49/+37
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05Small refactoring on Terrain Update sending, so that other code can force ↵MW1-15/+20
terrain updates to be sent to clients.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-0/+2
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04* Whole buncha stuff.Adam Frisby1-3/+7
2008-02-02Implements LSL function llDialog().alondria1-0/+8
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.