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2008-09-12* Move the ResetChildPrimPhysics() calls to after physics have been applied ↵Justin Clarke Casey1-5/+5
to the parts rather than after each individual part * From looking at the code there shouldn't be any difference, and this appears to speed up prim loading and make a certain failure case (where prims seem to be going out of bounds on startup) less of a problem. * However, if I've been bad please revert this patch
2008-09-12* minor: various doc and tidy up, logging increase to make it clearer which ↵Justin Clarke Casey1-5/+13
prim is failing a border crossing
2008-09-09Preserve link numbers when items are taken into inventory and re-rezzed.Melanie Thielker1-1/+6
2008-09-09Update svn properties, formatting cleanup.Jeff Ames1-1/+1
2008-09-08Implement proper persistence of the following prim properties:Melanie Thielker1-0/+4
Floating text, Rotation, Texture animation, Particle System This will make "Eye Candy" scripts work without modification in XEngine. The use of the CHANGED_REGION_RESTART hack is no longer needed. Implemented in MySQL only, hovertext also in SQLite.
2008-09-07* Fixes linking using the new types.Teravus Ovares1-1/+1
quaternions are not communicative!
2008-09-06* Addresses the same issue as last commit on SceneObjectGroup border crossingsTeravus Ovares1-0/+8
2008-09-06* Fixes a few type changes that caused the XML Format to break.Teravus Ovares1-0/+6
* Testers, please try rezzing your inventory on this revision and sending me feedback in mantis. * Users, it's not time to update yet. The dust still hasn't settled.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-179/+140
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-09-06* refactor: Make SOG itself responsible for checking whether it's already ↵Justin Clarke Casey1-0/+7
been deleted on an update request from the regular sweep
2008-09-06* minor: change hard tabs back to spaces in previous commitJustin Clarke Casey1-2/+2
* my excuse is that I hadn't used this monodevelop exe before...
2008-09-06* Fix mantis 2130 - nre occuring sometimes when the regular prim update ↵Justin Clarke Casey1-17/+5
sweep occurs * Fold m_deleted and m_isDeleted together (ugh!)
2008-09-03Mantis #2111Melanie Thielker1-2/+17
Eliminate gretuitious KillObject packets. KillObject is sent to the viewer for the root part only. Also prevents the full update on deselect that makes a deleted object reappear and stay visible until the background deleter got around to it. We still send 2 KillObject packets for the root prim, that could be avoided only at a cost in reliability. One packet seems an acceptable price to pay for consistency.
2008-08-18Formatting cleanup.Jeff Ames1-39/+39
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.