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* * 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.
* * Updates BetaGridLikeMoneyModuleTeravus Ovares2008-04-101-0/+14
| | | | | | | * 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.
* * Nasty hack to reduce the incidence of spurious exceptions where a user ↵Justin Clarke Casey2008-04-071-1/+9
| | | | | | | | deletes a newly rezzed object before the persistence thread gets to it from its queue. * This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
* * The simulator now checks the parcel at the position that you get put by ↵Teravus Ovares2008-04-051-0/+10
| | | | | | | the grid server to see if you set it's landing point to a specified landing point. If you did, and the landing point isn't LLVector3.Zero, it puts you at the configured landing point. * Currently the grid server sticks you at 128x128x128.. so that means it'll use whatever parcel is at that location to get this information. This allows greater customization of where people log-into and teleport-to if done right.
* * From: Dr Scofield <hud@zurich.ibm.com>Justin Clarke Casey2008-04-031-2/+4
| | | | | | | * This patch removes voice code into a region module. This required the implementation of events and other code to allow region modules to register their own caps handlers, and should allow different voice module implementations. * CAVEAT: This does not provide complete voice support, it merely provides the hooks so that it can be plugged in.
* * Attempt to resolve mantis 873 by placing caps removal operations in a ↵Justin Clarke Casey2008-04-021-13/+16
| | | | critical section
* a few small changesMW2008-04-011-9/+12
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* * From: Dr Scofield <hud@zurich.ibm.com>Justin Clarke Casey2008-03-311-0/+2
| | | | | | | | | * (and Ansgar/Ansi) * Fleshes out the voice stubs to better interact with the viewer CAPS requests - no actual voice support yet! * In his own words "the attached patch enhances the existing voice support by returning a proper voice account user and password and is preparing the config file so that we can specify a SIP server (not yet working). currently the SIP is hardcoded. the next step is to refactor voice support into a region module. working on that. "
* **Big ass update warning**Adam Frisby2008-03-301-3/+22
| | | | | | | | * Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>". * Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax. * New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class. * Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
* This update has good news and bad news, first the bad.Teravus Ovares2008-03-301-3/+14
| | | | | | | | | | * This update breaks inter-region communications, sorry. * You will need to run prebuild. Next, the good; * This update solves the unexpected binary element when Linux simulators inform windows simulators and vice versa. So Linux Simulators and Windows simulators are 100% compatible again. * This update introduces an Integer in the prim crossing method to tell the receiving simulator which XML method to use to load the prim that crossed the border. If the receiving prim doesn't support the method, the prim crossing fails and no prims are lost. That being said, it's best to update all your simulators to this revision at once.
* Re-enabled terrain texture generation for the world map. Adam can clean up/ ↵MW2008-03-291-12/+17
| | | | | | | | sort it out when he gets time. Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place. Also currently the texture is only generated at region startup, it is not updated after terraforming.
* attempt to fix mantis # 779. MW2008-03-281-2/+8
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* * Massaging CAPS setup/teardown log messagesJustin Clarke Casey2008-03-251-4/+4
| | | | | | * Leaving quite a few debug messages in for now to help deal with bugs arising
* Moved Avatar appearance Factory to its own project so that the reference to ↵MW2008-03-251-1/+21
| | | | | | | MySQLDatabaseMapper could be removed from Region.Environment. Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
* * Tear down CAPS and http handlers when an agent leaves a region (via ↵Justin Clarke Casey2008-03-251-7/+26
| | | | crossing, teleport or logout)
* * Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares2008-03-251-1/+1
| | | | | | | 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. ) ( Remove ray caster Verbosity )
* * Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares2008-03-251-2/+6
| | | | 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
* * Remove old CAPS http listeners when a client logs out from a sceneJustin Clarke Casey2008-03-251-1/+2
| | | | | | * Not yet removing listeners when a client leaves a region without logging out
* Comment out unused private methods.Jeff Ames2008-03-251-19/+20
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* * Inflate my commits with yet another snippet of documentation... (j/k)Justin Clarke Casey2008-03-241-1/+2
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* * Put in tiny doc snippet while I rememberJustin Clarke Casey2008-03-241-0/+3
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* * Clean up Scene.AddCapsHandler(). There was a race condition warning, but ↵Justin Clarke Casey2008-03-241-37/+9
| | | | | | | | | I don't think this is now relevant... * Remove some now extraneous CAPS related messages
* * Implements Oriented Bounding Box raytracing.Teravus Ovares2008-03-231-30/+35
| | | | | | * It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
* *Moved LandManagement into its own region module (spiffy!)mingchen2008-03-221-61/+27
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* * Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares2008-03-211-1/+32
| | | | | | | | | 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.
* * First draft resolution of mantis 777, 734, 389 - scripts do not save in ↵Justin Clarke Casey2008-03-201-46/+54
| | | | | | | | | | | | non-home regions * Should work in multi-region standalone and grid modes * This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc) * We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master * Current limitation is that this will only work if your http_listener_port is 9000 * This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-191-8/+29
| | | | | | | * This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue * For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* Formatting cleanup.Jeff Ames2008-03-181-65/+65
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* Formatting cleanup.Jeff Ames2008-03-181-26/+26
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* * DEV: Remove client's CAPS handlers object when they log outJustin Clarke Casey2008-03-171-1/+6
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* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-171-1/+1
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* Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should ↵MW2008-03-151-0/+1
| | | | | | | now show up. Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
* * You can leave godmode if you want now.Teravus Ovares2008-03-141-2/+3
| | | | | * Fixed a compile error.
* * Put back a comment I just inexplicably zappedJustin Clarke Casey2008-03-131-1/+1
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* Just a few commentsJustin Clarke Casey2008-03-131-1/+5
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* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-1/+1
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-0/+24
| | | | | | | | * 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.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-121-30/+30
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-081-0/+16
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* More spelling corrections in the spirit of r3771.Jeff Ames2008-03-071-5/+5
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* * Minor spelling corrections as per mantis 712Justin Clarke Casey2008-03-071-2/+2
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* * Disabled ancient TerrainEngine.Adam Frisby2008-03-061-74/+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.
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-051-4/+0
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* * New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2008-03-051-1/+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.
* * One line fix to get everything working again. Essentially set the ↵Teravus Ovares2008-03-041-1/+0
| | | | originRegionID = RegionID in RegionInfo.cs on line 375
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-10/+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.
* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-031-2/+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
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-2/+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.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-271-1/+6
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()