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path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
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* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-13/+4
| | | | types and null.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+1
| | | | half tiny amount implemented.
* while this doesn't fix the initial no pants issue in grid (which still ↵Sean Dague2008-05-171-17/+16
| | | | | | | | baffles me) it does make setting appearance in grid stick.
* Minor cleanup.Jeff Ames2008-05-161-17/+6
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* Formatting cleanup.Jeff Ames2008-05-161-131/+131
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* testing avatar appearance as a user serviceSean Dague2008-05-151-10/+12
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* * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares2008-05-141-10/+0
| | | | permissions modules. From Melanie. Thanks Melanie!
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+5
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-1/+1
| | | | direct call to Scene
* * Refactor: Stop exposing the inner scene's ScenePresence dictionary ↵Justin Clarke Casey2008-05-131-3/+4
| | | | directly to the world
* *Complete redo of the permissions modulemingchen2008-05-131-3/+10
| | | | | | *Removed hardcoded permissions checks *Added permissions checks where needed
* * Implemented ChildAgentDataUpdate throttle multiplier based on an ↵Teravus Ovares2008-05-131-2/+37
| | | | | | | | inaccurate count of neighbors. * The neighbor count is always lower then the actual number of neighbors unless your region was up the longest. * The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
* * If a region running in grid mode fails to login to the grid service, ↵Justin Clarke Casey2008-05-121-0/+7
| | | | startup will now terminate instead of carrying on (and thus burying the error message)
* * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby2008-05-111-1/+9
| | | | | | | | them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
* * More OutPacket refactors.Teravus Ovares2008-05-101-6/+4
| | | | | * Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
* * 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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