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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares2008-05-141-1/+1
| | | | permissions modules. From Melanie. Thanks Melanie!
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-10/+1
| | | | direct call to Scene
* Applied Patch mantis 1220. Implements llGetStartParameter. Thanks!Teravus Ovares2008-05-141-0/+12
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* * Refactored two more OutPackets. ObjectPropertiesFamily, and Object ↵Teravus Ovares2008-05-101-58/+11
| | | | Properties.
* * Experiment in Zerocoding.Teravus Ovares2008-05-101-1/+2
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* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-0/+13
| | | | | | | * 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
* De-tabify source.Jeff Ames2008-05-061-10/+7
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-3/+14
| | | | not the attachment.
* * Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey2008-05-051-1/+1
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* * A bit of spice from here, a pinch of salt from there, some brains that ↵Teravus Ovares2008-05-051-0/+12
| | | | | | | | | | | | | | | attracts zombies.. a recipe for llRezObject * Original patch by YZh Thanks YZH!!!! * object_rez event patch by Melanie, Thanks Melanie!!! * Some fixups, some missing things(velocity,rotation) * script delay * Recoil * Standard error messages * Standard silent failures * Easter egg management
* * Rolled back a few changes.Adam Frisby2008-05-011-183/+194
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-194/+183
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-2/+2
| | | | conflict monster later. Not done yet, doesn't crash the server.
* * Assorted spring cleanings.Adam Frisby2008-05-011-1/+0
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* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-2/+29
| | | | you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
* * Patch by Melanie. Implements proper objectflags on child objects. Thanks ↵Teravus Ovares2008-04-301-92/+15
| | | | | | | Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
* Patch from Melanie: 0001087: Crash to bash de-linking objects. Thanks Melanie!Teravus Ovares2008-04-291-1/+2
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* * Fixes child prim not editable as an attachment. You can right click on ↵Teravus Ovares2008-04-291-1/+15
| | | | child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-3/+22
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-2/+24
| | | | | | | | | | | | | | | 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 Ovares2008-04-271-0/+22
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-1/+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 Ovares2008-04-261-15/+42
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-2/+21
| | | | | * Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
* * Check in odds and ends which remain as an attempt to get the item ↵Justin Clarke Casey2008-04-251-1/+7
| | | | | | | | | properties panel for a prim's contents working * Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail. * Leaving commented code in as a springboard for some future attempt
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-3/+149
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* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-1/+37
| | | | | | | | | * 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.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-3/+39
| | | | | | | | * Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
* * Added missing reference to OpenSim.Framework.Communications to ↵Adam Frisby2008-04-211-602/+602
| | | | RemoteAdminPlugin to fix a compile error introduced by the Radmin patch.
* * Various compiler warning cleanups.Adam Frisby2008-04-211-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+0
| | | | (this took a while to run).
* * Updates LSL2CS converterTeravus Ovares2008-04-201-0/+135
| | | | | | | | | * All objects are not touchable by default now * When a script listens for one of the touch events in the state, an object becomes touchable. * All LSL scripts report which events they consume now ** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event. ** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
* Thank you kindly krtaylor for a patch to solve:Charles Krinke2008-04-191-1/+43
| | | | | | Linked objects won't scale together properly, only the root object scales. This happens with scaling both up and down or inputting numbers in the edit dialog.
* * Added lock persistenceTeravus Ovares2008-04-181-3/+4
| | | | | * Temporarily disabling click+drag+move for non physical things until more experimenting is done to figure out how to get a sideways hand cursor in the client.
* * Nasty hack to reduce the incidence of spurious exceptions where a user ↵Justin Clarke Casey2008-04-071-3/+4
| | | | | | | | deletes a newly rezzed object before the persistence thread gets to it from its queue. * This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
* * Okay you can put down your pitchforks - this patch should fix rezzing of ↵Justin Clarke Casey2008-04-071-26/+36
| | | | | | | | | | | items (with inventory) on Windows * Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation * Also, an xml exception no longer crahes the client session * Leaving in debugging lines in case there are further problems * Not yet tested on Linux, though I'm just about to.
* * I XmlIgnored the TaskInventory Property as a temporary measure. Taking ↵Teravus Ovares2008-04-071-1/+1
| | | | things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
* * Removing debugging goo for mantis 854 since the fix is reported to work.Justin Clarke Casey2008-04-041-1/+1
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* * Attempted resolution for mantis 854Justin Clarke Casey2008-04-031-0/+3
| | | | | | * Also adds more temporary debugging goo in case the fix didn't work
* * Add some temporary task inventory item inflation debug messages to ↵Justin Clarke Casey2008-04-021-1/+1
| | | | investigate mantis 854
* * Fix for mantis #678Justin Clarke Casey2008-04-011-1/+4
| | | | | | * Shift copied prims should now keep the script in both prims over region startups
* * Refactored out circular reference in Region.Environment <-> ↵lbsa712008-03-251-9/+5
| | | | | | | Framework.Data.Base We REALLY need to get the db layer sorted soon...
* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+21
| | | | | | | * It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
* * Added a little more stability for getting the object list from the parcel ↵Teravus Ovares2008-03-231-2/+14
| | | | | | | box. (previously it crashed my simulator) * Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
* * Implements Oriented Bounding Box raytracing.Teravus Ovares2008-03-231-1/+3
| | | | | | * It's not perfect, but it's good enough. (rarely erroneously returns a backface collision) * After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
* * Removed more encoding faults.Adam Frisby2008-03-211-3/+0
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* * Converted a large number of ASCII encodings to UTF8.Adam Frisby2008-03-211-1/+2
| | | | | | | * We should not be using ASCII anywhere except for legacy compatibility reasons. * A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT * This should fix Mantis#799 - Japanese Profile Text does not work.
* * Add a large amount of extra locking to m_parts in SceneObjectGroup Justin Clarke Casey2008-03-181-125/+235
| | | | | | | * Should help stop any InvalidOperationExceptions caused by concurrent read/write * The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
* * Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey2008-03-181-0/+11
| | | | is deleted from the region
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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