Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Mantis#1616. Applied Melanie's patch. This may or may | Charles Krinke | 2008-06-28 | 1 | -13/+1 |
| | | | | | not break trunk. | ||||
* | last round of warning squashing. calling it a day now. | Dr Scofield | 2008-06-27 | 1 | -2/+2 |
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* | * Remove responsibilty for signalling scene object change from ↵ | Justin Clarke Casey | 2008-06-27 | 1 | -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 ScheduleGroupForTerseUpdate | Justin Clarke Casey | 2008-06-27 | 1 | -3/+7 |
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* | * Remove SOG.SendGroupFullUpdate() group changed responsibility | Justin Clarke Casey | 2008-06-27 | 1 | -2/+0 |
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* | * refactor: Move responsibility for deciding whether a group should be ↵ | Justin Clarke Casey | 2008-06-27 | 1 | -4/+8 |
| | | | | repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate() | ||||
* | * refactor: fission InnerScene.AddSceneObject() | Justin Clarke Casey | 2008-06-27 | 1 | -1/+1 |
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* | * Add extra backup parameter to InnerScene.AddRestoredSceneObject() | Justin Clarke Casey | 2008-06-27 | 1 | -5/+13 |
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* | * archive each object as a separate xml file rather than put them all in one ↵ | Justin Clarke Casey | 2008-06-21 | 1 | -9/+1 |
| | | | | | | | | single large file * this is being done for reasons of compositionality | ||||
* | * Refactor: Fold sog.DeleteParts() functionality into existing sog.DeleteGroup() | Justin Clarke Casey | 2008-06-21 | 1 | -20/+8 |
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* | * Remove a bug I created in r5171 where taking an object would terminate the ↵ | Justin Clarke Casey | 2008-06-21 | 1 | -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 name | Justin Clarke Casey | 2008-06-21 | 1 | -0/+9 |
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* | * Refactor: Move the responsibility for applying physics and sending the ↵ | Justin Clarke Casey | 2008-06-17 | 1 | -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 Casey | 2008-06-17 | 1 | -0/+4 |
| | | | | SceneXmlLoader.CreatePrimFromXml2() | ||||
* | * minor: Get rid of rogue "Current node RootPart" message in the ↵ | Justin Clarke Casey | 2008-06-16 | 1 | -2/+0 |
| | | | | SceneObjectGroup | ||||
* | * minor: Remove and tidy duplicate 'storing object to scene' messages in log | Justin Clarke Casey | 2008-06-12 | 1 | -1/+3 |
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* | * refactor: For new objects, move attach to backup to occur when adding to a ↵ | Justin Clarke Casey | 2008-06-12 | 1 | -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 CreatePrimFromXml2 | Justin Clarke Casey | 2008-06-12 | 1 | -2/+2 |
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* | *Fixing another object counting bug | mingchen | 2008-06-07 | 1 | -1/+1 |
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* | * Added Light control from script in LLSetPrimitiveParams. | Teravus Ovares | 2008-06-06 | 1 | -0/+16 |
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* | * This wraps the autopilot request to the client's sit response. An ↵ | Teravus Ovares | 2008-06-06 | 1 | -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 Ovares | 2008-05-29 | 1 | -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 SceneObjectGroup | Justin Clarke Casey | 2008-05-26 | 1 | -4/+6 |
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* | * Extract and boil down necessary texture UUIDs for an archive of the scene ↵ | Justin Clarke Casey | 2008-05-26 | 1 | -2/+6 |
| | | | | | | | | prims * no user functionality yet | ||||
* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-05-25 | 1 | -13/+13 |
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* | * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵ | Teravus Ovares | 2008-05-25 | 1 | -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 Krinke | 2008-05-25 | 1 | -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 Ovares | 2008-05-25 | 1 | -3/+9 |
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* | * Disabling isSelected check on object persistence backup (at least ↵ | Justin Clarke Casey | 2008-05-25 | 1 | -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 Casey | 2008-05-25 | 1 | -3/+1 |
| | | | | deleting and unlinking an object | ||||
* | * Refactor: Change previous commits Object methods to SceneObject methods ↵ | Justin Clarke Casey | 2008-05-24 | 1 | -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 Casey | 2008-05-24 | 1 | -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 it | mingchen | 2008-05-23 | 1 | -13/+0 |
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* | * Minor: Tidy ups and logging tweaks. | Justin Clarke Casey | 2008-05-22 | 1 | -1/+2 |
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* | * This update causes the backup process to run in a separate thread. | Teravus Ovares | 2008-05-21 | 1 | -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 Ovares | 2008-05-18 | 1 | -0/+11 |
| | | | | half tiny amount implemented. | ||||
* | Formatting cleanup. | Jeff Ames | 2008-05-17 | 1 | -1/+1 |
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* | * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵ | Teravus Ovares | 2008-05-16 | 1 | -7/+1 |
| | | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie! | ||||
* | Formatting cleanup. | Jeff Ames | 2008-05-16 | 1 | -66/+66 |
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* | Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵ | Teravus Ovares | 2008-05-15 | 1 | -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 Ovares | 2008-05-14 | 1 | -1/+1 |
| | | | | permissions modules. From Melanie. Thanks Melanie! | ||||
* | * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵ | Justin Clarke Casey | 2008-05-14 | 1 | -10/+1 |
| | | | | direct call to Scene | ||||
* | Applied Patch mantis 1220. Implements llGetStartParameter. Thanks! | Teravus Ovares | 2008-05-14 | 1 | -0/+12 |
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* | * Refactored two more OutPackets. ObjectPropertiesFamily, and Object ↵ | Teravus Ovares | 2008-05-10 | 1 | -58/+11 |
| | | | | Properties. | ||||
* | * Experiment in Zerocoding. | Teravus Ovares | 2008-05-10 | 1 | -1/+2 |
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* | * Valid Sculpted prim now collide properly. | Teravus Ovares | 2008-05-09 | 1 | -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 Ames | 2008-05-06 | 1 | -10/+7 |
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* | * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵ | Teravus Ovares | 2008-05-06 | 1 | -3/+14 |
| | | | | not the attachment. | ||||
* | * Refactor: Break out permissions code into a separate region PermissionsModule | Justin Clarke Casey | 2008-05-05 | 1 | -1/+1 |
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* | * A bit of spice from here, a pinch of salt from there, some brains that ↵ | Teravus Ovares | 2008-05-05 | 1 | -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 |