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* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-1/+1
| | | | | | | * The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
* *Added all the permission checks to the sceneexternalchecks and modified ↵mingchen2008-05-081-4/+4
| | | | | | | 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
* * Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey2008-05-071-71/+97
| | | | | | | | | seen in one of the crashes of mantis 1163 * It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds. * If this is the case, please file a mantis
* *Added SceneExternalChecks.cs that is used to manage checking the results of ↵mingchen2008-05-071-2/+5
| | | | 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?'
* * Cleaning up code, making it conform to OpenSim standards.Adam Frisby2008-05-061-19/+14
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* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-17/+17
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* * Just some tidy up and documentation before I make my first ever attempt to ↵Justin Clarke Casey2008-05-051-17/+11
| | | | extract a lump of code out to a region module
* * Implemented DIE_AT_EDGE and Temporary objects don't save to the database.Teravus Ovares2008-05-041-0/+19
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* *Fixed up EstateManagementModule to the module standard - no more packets ↵mingchen2008-05-041-13/+1
| | | | | | | allowed! *Started cleaning up the land module
* *Moved EstateManager into a region modulemingchen2008-05-031-13/+1
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* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-6/+7
| | | | | * Nothing user facing yet.
* * Small fixes to Scene.csAdam Frisby2008-05-021-10/+5
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* * More refactorings of UDPServer.Adam Frisby2008-05-021-2/+0
| | | | | | * Removed all references where possible. * Renamed lots of variables from UDPServerXYZ to clientServerXYZ
* * DuplicateOnRay with copy center works in two directions... Still ↵Teravus Ovares2008-05-021-48/+51
| | | | | | | fighting with it. * DuplicateOnRay without copy center works in all directions.
* * Rolled back a few changes.Adam Frisby2008-05-011-257/+304
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-304/+257
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * Cleaned namespaces of entire solution. OpenSim directories now correspond ↵Adam Frisby2008-05-011-1/+1
| | | | with namespaces.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-5/+91
| | | | conflict monster later. Not done yet, doesn't crash the server.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-3/+0
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* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-6/+13
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Fix OBB raycaster to respond properly to rays cast from any direction.Teravus Ovares2008-05-011-1/+4
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* * Spring cleaned a bunch of '//TODO: unused' marked functions.Adam Frisby2008-04-301-22/+0
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* * Sometimes you know, you do something really stupid.Adam Frisby2008-04-301-1/+1
| | | | | * This is one of those times (should fix build)
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-0/+2
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * Patch from XenReborn to make remove-region work properly without needing ↵Teravus Ovares2008-04-271-0/+1
| | | | | | | | to do a change-region first. Careful though. I still suggest you do a change-region first. * Patch from Melanie to implement touch_end. * Thanks XenReborn!. Thanks Melanie!
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-0/+6
| | | | | | | | | | | | | | | 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 Ovares2008-04-271-1/+1
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-0/+1
| | | | | | | | | | 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
* * Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares2008-04-261-0/+22
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-2/+13
| | | | | * Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-0/+11
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* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-0/+1
| | | | | | | | | * Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
* * Fixed an annoying pop-up box when crossing borders.Teravus Ovares2008-04-231-1/+1
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* * Implements llScriptDangerTeravus Ovares2008-04-221-5/+30
| | | | | * Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
* * Implemented NoScript areas (without loosing script state).Teravus Ovares2008-04-221-0/+59
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-13/+14
| | | | (this took a while to run).
* * Remove user profile from cache when they log out from a region.Justin Clarke Casey2008-04-201-0/+2
| | | | | | | * A much more significant fix is required to clean up the cache when a user moves out of a region, but really better handling of delayed inventory cache updates needs to be written first, and possibly better affinity to cut down agent inventory requests when the move is between two regions hosted on the same server.
* Thank you kindly krtaylor for a patch to solve:Charles Krinke2008-04-191-0/+1
| | | | | | Linked objects won't scale together properly, only the root object scales. This happens with scaling both up and down or inputting numbers in the edit dialog.
* * Re-Fixed caps Teravus Ovares2008-04-171-20/+3
| | | | | * This fixes chi11ken's/OpenViewer's libsl cap issue.
* * Implements 'Set Home to Here' Teravus Ovares2008-04-171-0/+46
| | | | | | | * Implements 'Teleport Home' * User Server has to be updated for it to save your home in grid mode * home position accuracy is in int because the grid comms ExpectUser method tries to convert to Uint and crashes if it gets a float. Added a convert to decimal in ExpectUser but to avoid a breaking change with old revisions, kept the save value in int for now. Eventually it needs to be a float, but lets release another incremental version before doing that.
* * Applying melanie's Landmark patch. Thanks Melanie!Teravus Ovares2008-04-161-0/+16
| | | | | * 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.
* Thank you very much, Kmeisthax for:Charles Krinke2008-04-161-0/+2
| | | | | | | This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag. Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
* * A tweak of the caps system so that new caps have random paths instead of a ↵Teravus Ovares2008-04-151-2/+19
| | | | | | | | | | fixed path * This allows caps requests to be routed to regions where the agent is currently a root agent instead of the region that they logged into as it did previously. * This fixes a wide variety of bugs related to 'can't do X once i've crossed a border'. * The first seed cap request fails, the second one works. (this generates an error message on the console) * Experimental.
* * Quick patch before I start on a bigger projectAdam Frisby2008-04-151-46/+47
| | | | | | * Renamed ITerrainTemp to IMapImageGenerator * Renamed WriteJpegImage to WriteJpeg2000Image to better reflect it's function.
* * Working towards notifying the client if the inventory service has failed, ↵Justin Clarke Casey2008-04-141-1/+1
| | | | | | | | | rather than simply returning 0 items. * This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards * Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
* * Fixed a few warnings.Teravus Ovares2008-04-141-2/+3
| | | | | | | * Added license info to a few files it was missing from. * Fleshed out the landbuy interfaces * If you add '-helperuri http://127.0.0.1:9000/' to your list of parameters you tell the client to use when you start it up you can transfer ownership of parcels now in standalone. Structured gridmode requires a lot more work, see the documentation in the example money module. The example money module is not secure especially in standalone mode.
* * Fix bug 934Teravus Ovares2008-04-111-1/+7
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* * With Grid Comms up in the air.. I decided have the friends module update ↵Teravus Ovares2008-04-101-0/+7
| | | | | | | | you when your friends come online if they're at least a child agent on the sim. offline status works the same also. So does Instant Message. * This is until Grid Comms matures a bit more on this. * This should also work in Standalone as it uses the IUserData interface.
* * Slightly smoother transition between land, shallow water and deep water in ↵Teravus Ovares2008-04-101-2/+11
| | | | map tile generation.
* * Brings back map tile generation based on the terrain. The algorithm ↵Teravus Ovares2008-04-101-0/+108
| | | | produces a graphic that is a bit Dazzle-ish. A Dazzle-ish map tile is better then a grey map tile IMHO.