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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Patch from JHurlimanTeravus Ovares2008-09-261-1/+1
| | | | | | | | | * Updates to libomv r2243, * Remove lots of unnecessary typecasts * Improves SendWindData() Thanks jhurliman. * Will update OpenSim-libs in 10 minutes..
* Fix another reason for #2218Homer Horwitz2008-09-211-3/+8
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* Don't attach attachements to child agents. This coincidentially fixes a raceHomer Horwitz2008-09-211-0/+3
| | | | | | condition that was the reason for mantis #2218.
* Kan-Ed fix series.Melanie Thielker2008-09-181-0/+8
| | | | | | | | Correct a condition where a prim is linked before it has been persisted for the first time and is then persisted through it's former SOG with a bad offset position.
* Kan-Ed fix series. Fix llTakeControls to behave as documented.Melanie Thielker2008-09-171-1/+1
| | | | | | | | | XEngine fixes: prevent queue overruns, prevent spamming when no key is down. Release controls when conflicting permissions are requested or permissions are refused later. Release when prim or script are deleted. Fixes Scene script instance deletion semantics.
* * minor: oops, remove a warning I just inserted myself - naughty boyJustin Clarke Casey2008-09-161-1/+1
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* * If an individual scene object throws an exception while storing, deal with ↵Justin Clarke Casey2008-09-161-22/+33
| | | | | | | | this locally rather than letting it propogate up the stack * This will allow other scene objects to persist and stop the exception taking down the whole region server
* * Move the ResetChildPrimPhysics() calls to after physics have been applied ↵Justin Clarke Casey2008-09-121-5/+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
* * minor: various doc and tidy up, logging increase to make it clearer which ↵Justin Clarke Casey2008-09-121-5/+13
| | | | prim is failing a border crossing
* Preserve link numbers when items are taken into inventory and re-rezzed.Melanie Thielker2008-09-091-1/+6
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* Update svn properties, formatting cleanup.Jeff Ames2008-09-091-1/+1
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* Implement proper persistence of the following prim properties:Melanie Thielker2008-09-081-0/+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.
* * Fixes linking using the new types.Teravus Ovares2008-09-071-1/+1
| | | | | quaternions are not communicative!
* * Addresses the same issue as last commit on SceneObjectGroup border crossingsTeravus Ovares2008-09-061-0/+8
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* * Fixes a few type changes that caused the XML Format to break.Teravus Ovares2008-09-061-0/+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.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-179/+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.
* * refactor: Make SOG itself responsible for checking whether it's already ↵Justin Clarke Casey2008-09-061-0/+7
| | | | been deleted on an update request from the regular sweep
* * minor: change hard tabs back to spaces in previous commitJustin Clarke Casey2008-09-061-2/+2
| | | | | | * my excuse is that I hadn't used this monodevelop exe before...
* * Fix mantis 2130 - nre occuring sometimes when the regular prim update ↵Justin Clarke Casey2008-09-061-17/+5
| | | | | | | | sweep occurs * Fold m_deleted and m_isDeleted together (ugh!)
* Mantis #2111Melanie Thielker2008-09-031-2/+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.
* Formatting cleanup.Jeff Ames2008-08-181-39/+39
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* Fix one more instance of a bad bit value for the collision eventMelanie Thielker2008-08-041-1/+1
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* * Changed a number of field names to ccc (public members shouldn't be called m_)lbsa712008-07-261-25/+25
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* Modified ResetChildPrimPhysicsPositions() to allow archiving and physics to ↵Dahlia Trimble2008-07-261-2/+2
| | | | coexist peacefully (as per justincc's recommendations)
* reinstated ResetChildPrimPhysicsPositions() as some prims had bad/missing ↵Dahlia Trimble2008-07-261-6/+8
| | | | proxies without it
* * Stop the HasGroupChanged flag being reverted for newly restored prims ↵Justin Clarke Casey2008-07-251-17/+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
* * Remove dumb bug I put in which meant that an archive save would never ↵Justin Clarke Casey2008-07-251-1/+1
| | | | complete if there were any missing assets
* From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield2008-07-251-0/+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.
* Update svn properties. Formatting cleanup. Remove a compiler warning.Jeff Ames2008-07-231-28/+30
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* Make the max sizes of physical and nonphysical prims configurable in OpenSim.iniMelanie Thielker2008-07-201-36/+36
| | | | | | Defaulted to 65536 and 10, respectively
* Fix prim link numbers (Mantis #1781)Melanie Thielker2008-07-191-5/+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.
* * Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey2008-07-131-1/+1
| | | | | | | | this before (doh) * Not quite perfect yet
* minor: method documentationJustin Clarke Casey2008-07-121-2/+4
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* * Remove warning and tidy up logic in SceneObjectGroup.UpdatePrimFlags()Justin Clarke Casey2008-07-121-14/+6
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* * Start compressing archivesJustin Clarke Casey2008-07-121-1/+1
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* Mantis#1707. Thank you, Melanie for a patch that:Charles Krinke2008-07-101-2/+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.
* Mantis#1616. Applied Melanie's patch. This may or mayCharles Krinke2008-06-281-13/+1
| | | | | not break trunk.
* last round of warning squashing. calling it a day now.Dr Scofield2008-06-271-2/+2
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* * Remove responsibilty for signalling scene object change from ↵Justin Clarke Casey2008-06-271-4/+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
* * refactor: Remove group changed responsibilty from ScheduleGroupForTerseUpdateJustin Clarke Casey2008-06-271-3/+7
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* * Remove SOG.SendGroupFullUpdate() group changed responsibilityJustin Clarke Casey2008-06-271-2/+0
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* * refactor: Move responsibility for deciding whether a group should be ↵Justin Clarke Casey2008-06-271-4/+8
| | | | repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
* * refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey2008-06-271-1/+1
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* * Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey2008-06-271-5/+13
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* * archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey2008-06-211-9/+1
| | | | | | | | single large file * this is being done for reasons of compositionality
* * Refactor: Fold sog.DeleteParts() functionality into existing sog.DeleteGroup()Justin Clarke Casey2008-06-211-20/+8
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* * Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey2008-06-211-2/+9
| | | | | | | | client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
* * minor: override the name of the sog such that it gets/sets the root part nameJustin Clarke Casey2008-06-211-0/+9
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* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-9/+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
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-171-0/+4
| | | | SceneXmlLoader.CreatePrimFromXml2()