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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (unfollow)
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2008-08-04Fix one more instance of a bad bit value for the collision eventMelanie Thielker1-1/+1
2008-07-26* Changed a number of field names to ccc (public members shouldn't be called m_)lbsa711-25/+25
2008-07-26Modified ResetChildPrimPhysicsPositions() to allow archiving and physics to ↵Dahlia Trimble1-2/+2
coexist peacefully (as per justincc's recommendations)
2008-07-26reinstated ResetChildPrimPhysicsPositions() as some prims had bad/missing ↵Dahlia Trimble1-6/+8
proxies without it
2008-07-25* Stop the HasGroupChanged flag being reverted for newly restored prims ↵Justin Clarke Casey1-17/+18
which need to be persisted to the db * This should stop the problem where linked prims loaded via an archive did not survive server restart * It may address mantis 1819 though the symptoms don't look consistent
2008-07-25* Remove dumb bug I put in which meant that an archive save would never ↵Justin Clarke Casey1-1/+1
complete if there were any missing assets
2008-07-25From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield1-0/+1
The LL Server sets the CreateSelected flag for a prim when sending a property update when objects are linked. The following patch gets OpenSim to do the same.
2008-07-23Update svn properties. Formatting cleanup. Remove a compiler warning.Jeff Ames1-28/+30
2008-07-20Make the max sizes of physical and nonphysical prims configurable in OpenSim.iniMelanie Thielker1-36/+36
Defaulted to 65536 and 10, respectively
2008-07-19Fix prim link numbers (Mantis #1781)Melanie Thielker1-5/+41
Implements additional unlink modes (unlink root prim from link set, some multi-set operations). Linking (single and mutiple) fully implemented. Consistent numbering of links while in world. Link/delink with predictable link numbering. Correct link numbers in LSL. Not all multi-set ops implemented. Link numbers still change when taken and re-rezzed.
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-1/+1
this before (doh) * Not quite perfect yet
2008-07-12minor: method documentationJustin Clarke Casey1-2/+4
2008-07-12* Remove warning and tidy up logic in SceneObjectGroup.UpdatePrimFlags()Justin Clarke Casey1-14/+6
2008-07-12* Start compressing archivesJustin Clarke Casey1-1/+1
2008-07-10Mantis#1707. Thank you, Melanie for a patch that:Charles Krinke1-2/+119
This patch limits the maximum size of prims that can be created using libsl bots or modified clients to 65536mper side. It also limits LSL functions to that size. If a prim is already physical, the enforced constraint is 10m. A prim that is larger than 10m cannot be turned physical, either via script or UI. Linksets are handled correctly, so scaling of physical linksets is constrained by the size of it's largest component prim. Also, turning linksets physical is based on the size of it's largest ptim.
2008-06-28Mantis#1616. Applied Melanie's patch. This may or mayCharles Krinke1-13/+1
not break trunk.
2008-06-27last round of warning squashing. calling it a day now.Dr Scofield1-2/+2
2008-06-27* Remove responsibilty for signalling scene object change from ↵Justin Clarke Casey1-4/+19
SceneObjectPart.SendFullUpdate() * This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case
2008-06-27* refactor: Remove group changed responsibilty from ScheduleGroupForTerseUpdateJustin Clarke Casey1-3/+7
2008-06-27* Remove SOG.SendGroupFullUpdate() group changed responsibilityJustin Clarke Casey1-2/+0
2008-06-27* refactor: Move responsibility for deciding whether a group should be ↵Justin Clarke Casey1-4/+8
repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
2008-06-27* refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey1-1/+1
2008-06-27* Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey1-5/+13
2008-06-21* archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey1-9/+1
single large file * this is being done for reasons of compositionality
2008-06-21* Refactor: Fold sog.DeleteParts() functionality into existing sog.DeleteGroup()Justin Clarke Casey1-20/+8
2008-06-21* Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey1-2/+9
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
2008-06-21* minor: override the name of the sog such that it gets/sets the root part nameJustin Clarke Casey1-0/+9
2008-06-17* Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey1-9/+0
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
2008-06-17* refactor: Remove largely duplicate code from ↵Justin Clarke Casey1-0/+4
SceneXmlLoader.CreatePrimFromXml2()
2008-06-16* minor: Get rid of rogue "Current node RootPart" message in the ↵Justin Clarke Casey1-2/+0
SceneObjectGroup
2008-06-12* minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey1-1/+3
2008-06-12* refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey1-39/+10
scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
2008-06-12* refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey1-2/+2
2008-06-07*Fixing another object counting bugmingchen1-1/+1
2008-06-06* Added Light control from script in LLSetPrimitiveParams.Teravus Ovares1-0/+16
2008-06-06* This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares1-3/+4
interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
2008-05-29* Fix string literal with URL + LLcommand();Teravus Ovares1-1/+8
* Added 'detected around: value' when a x.Y detect occurs to help debug. * Fixed object text is too long to store to the database (wikilith)
2008-05-26* Minor: method documentation fiddling in SceneObjectGroupJustin Clarke Casey1-4/+6
2008-05-26* Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey1-2/+6
prims * no user functionality yet
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames1-13/+13
2008-05-25* A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares1-0/+5
however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
2008-05-25Thank you kindly, Tiffany for a patch that helps:Charles Krinke1-6/+3
Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
2008-05-25* phantom sculpties don't request the sculpt texture anymore.Teravus Ovares1-3/+9
2008-05-25* Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey1-18/+30
temporarily), since it appears we sometimes either don't receive or don't register deselect packets when prims are shift copied. * A better long term solution may be to address the problem of why we're not always seeing the deselects
2008-05-25* Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey1-3/+1
deleting and unlinking an object
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-1/+1
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey1-1/+1
basis that they all take SOG parameters to improve code readability for now
2008-05-23*Refactor of the LandManagementModule that allows OpenSim to run without itmingchen1-13/+0
2008-05-22* Minor: Tidy ups and logging tweaks.Justin Clarke Casey1-1/+2
2008-05-21* This update causes the backup process to run in a separate thread.Teravus Ovares1-21/+44
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.