aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+17
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* Fixed bug, where the clients in a region weren't told to kill a user's ↵MW2007-11-271-0/+3
| | | | avatar when that user teleported to a different region.
* Fixed an event in the events chain in inter-region communications.Teravus Ovares2007-11-271-18/+55
| | | | | As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
* * Restarting regions with the estate tools works in sandbox mode. I'm still ↵Teravus Ovares2007-11-261-12/+29
| | | | working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
* Added Region name to the terrain texture description that gets sent to the ↵Brian McBee2007-11-251-0/+2
| | | | asset server
* Rez new prims ON the ground, not halfway buried. Mantis 33.Brian McBee2007-11-251-4/+10
|
* * Added the ability to restart your individual sims from within them using ↵Teravus Ovares2007-11-251-4/+97
| | | | | | | the estate tools. * The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
* Ignore nullreferenceexception in removeclient. The avatar is already gone.Brian McBee2007-11-251-0/+5
|
* * Changed reference to NullReferenceException to ↵Teravus Ovares2007-11-241-1/+1
| | | | System.NullReferenceException for Linux
* Test storing terrain texture to grid assetserver on startup. Needed for main ↵Brian McBee2007-11-241-1/+14
| | | | map functionality.
* * Added a way for the Region master user to kick individual users from their ↵Teravus Ovares2007-11-241-3/+66
| | | | | | | sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off. * Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
* * Hanling RequestGodlikePowers. On Request.. sends the sim owner's client ↵Teravus Ovares2007-11-241-0/+32
| | | | the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
* * Added a nice 'The Region is going down.' message to the user when the sim ↵Teravus Ovares2007-11-241-1/+2
| | | | owner issues 'shutdown' on the console.
* *Fixed bug causing parcel prim counts to stop updating.mingchen2007-11-231-0/+13
|
* *Fixed bug that resulted in most land settings being sent to the client. ↵mingchen2007-11-231-1/+1
| | | | Media settings/parcel name are now correctly sent.
* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-231-0/+44
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-211-1/+3
| | | | | * Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-2/+2
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Refactored IClientAPI.OutPacket to require a second mandatory parameter. ↵Teravus Ovares2007-11-181-1/+1
| | | | This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
* first stab at implementation of CopyInventoryItemJeff Ames2007-11-181-0/+1
|
* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-181-0/+6
| | | | physics events.
* Made the background (ie empty space) colour of the exported map image blue.MW2007-11-181-0/+2
|
* Added "export-map <filename>" console command to the region server that will ↵MW2007-11-181-0/+42
| | | | export a jpg image of the world map covering a 20 X 20 regions area centred on the current active region (ie the one set with change-region). While this should work in grid mode (if using the grid asset server and if my last commit did fix the world map), you might need to call the "export-map" command then wait a little while (60 seconds?) and then call it again so that you make sure the region has got all the texture assets from the asset server.
* Attempt to get World Map working in Grid mode, will need to be using the ↵MW2007-11-181-6/+13
| | | | | | | | | | grid asset server for it to work correctly and has only been quickly tested in a three region grid. Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers. Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place). Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. A few other changes/fixes.
* For every problem there's a solution that is simple, neat and wrong.Dalien Talbot2007-11-181-4/+1
| | | | | | | Looks like it has nothing to do with childregions - reverting and will try to debug after the sleep. Sorry for the noise :)
* Looks like we're requesting the mapblocks for every agent - including Dalien Talbot2007-11-181-1/+4
| | | | | | | childagents. The infrastructure is not robust enough to handle it at this time - so ignore all the MapBlock requests for childagents.
* Second try at having a bandaid for the multiple logins crashDalien Talbot2007-11-181-1/+8
|
* * Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares2007-11-161-0/+1
| | | | never stops.
* *Added the TimeDilation property to Scenemingchen2007-11-161-0/+5
|
* * Implemented the little friendly pop tooltip messages that appear when you ↵Teravus Ovares2007-11-151-1/+1
| | | | hover your mouse over prim with the object name, description, ownerid.. etc.
* * Added AvatarPicker in Standalone mode. Works for finding avatar to ban, ↵Teravus Ovares2007-11-131-2/+3
| | | | | | | 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.
* first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague2007-11-131-1/+2
|
* Some work on cleanly removing Regions.MW2007-11-131-26/+41
|
* * adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares2007-11-111-4/+5
| | | | OpenSim.ini.example in the bin folder for an example.
* move Sun into a Region Module, pass 1. Currently this works fine withSean Dague2007-11-071-2/+2
| | | | | | | | | a fixed 30 minute day and the sun going East -> West again. It gets rid of super noon as well. It's a bit debug heavy right now, which I'll clean up tomorrow. I also plan to make time progression configurable in OpenSim.ini, but that will be tomorrow.
* Started to cleanup/close down childagent connections when a user teleports. ↵MW2007-11-051-3/+17
| | | | | | | As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages). hopefully fixed the echo bug in chatmodule.
* Some more refactoringMW2007-11-041-150/+17
|
* Added support for OpenSim application plugins (as requested by Adam), which ↵MW2007-11-041-31/+31
| | | | | | | use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management. A little bit more refactoring of Scene.
* First part of Scene refactoring:MW2007-11-031-388/+195
| | | | | | 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.
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-4/+8
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Diuerse beavtificatemslbsa712007-11-011-1/+1
|
* Thank you, Melanie for solving: When receiving an ObjectAdd packet, the ↵Charles Krinke2007-11-011-3/+3
| | | | Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
* fixed filenames in log messagesJeff Ames2007-10-311-2/+2
|
* made illogical bitwise operations logicalJeff Ames2007-10-311-2/+2
|
* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-301-0/+1
|
* * Optimized usingslbsa712007-10-301-105/+92
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-4/+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.
* * ModuleLoader: Privatized some too-public fieldslbsa712007-10-291-1/+9
| | | | | | | * Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient * SceneManager: Added ForEachScene * Worked some on appearances.
* * Added prototypical AvatarFactory module interface to load avatar parameterslbsa712007-10-261-9/+20
| | | | | | | * Added dump_assets_to_file option to enable asset dumping for debug * normalized some namespaces * InventoryFolder renamed to InventoryFolderImpl to
* Region ground texture was not marked as temporary, when being created, and ↵Tleiades Hax2007-10-261-0/+1
| | | | assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.