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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* 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()
* * minor: Get rid of rogue "Current node RootPart" message in the ↵Justin Clarke Casey2008-06-161-2/+0
| | | | SceneObjectGroup
* * minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey2008-06-121-1/+3
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* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-39/+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
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-2/+2
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* *Fixing another object counting bugmingchen2008-06-071-1/+1
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* * Added Light control from script in LLSetPrimitiveParams.Teravus Ovares2008-06-061-0/+16
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* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-3/+4
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-291-1/+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)
* * Minor: method documentation fiddling in SceneObjectGroupJustin Clarke Casey2008-05-261-4/+6
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* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-261-2/+6
| | | | | | | | prims * no user functionality yet
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-13/+13
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+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.
* Thank you kindly, Tiffany for a patch that helps:Charles Krinke2008-05-251-6/+3
| | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-251-3/+9
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* * Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey2008-05-251-18/+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
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-251-3/+1
| | | | deleting and unlinking an object
* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-1/+1
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-241-1/+1
| | | | basis that they all take SOG parameters to improve code readability for now
* *Refactor of the LandManagementModule that allows OpenSim to run without itmingchen2008-05-231-13/+0
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* * Minor: Tidy ups and logging tweaks.Justin Clarke Casey2008-05-221-1/+2
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-21/+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.
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-0/+11
| | | | half tiny amount implemented.
* Formatting cleanup.Jeff Ames2008-05-171-1/+1
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* * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵Teravus Ovares2008-05-161-7/+1
| | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
* Formatting cleanup.Jeff Ames2008-05-161-66/+66
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* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-1/+1
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* * 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