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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-181-0/+7
| | | | physics events.
* * Implemented the little friendly pop tooltip messages that appear when you ↵Teravus Ovares2007-11-151-0/+34
| | | | hover your mouse over prim with the object name, description, ownerid.. etc.
* * Copied objects are now owned by the object copier (Next Owner) (however ↵Teravus Ovares2007-11-141-8/+37
| | | | | | | next owner permissions are not applied yet) * In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
* first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague2007-11-131-6/+99
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* Patch from Mathias Soeken (thanks Mathias!) to take care of the color Dalien Talbot2007-11-111-0/+11
| | | | | | | and alpha argument of the llSetText command.
* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-0/+22
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-2/+4
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Diuerse beavtificatemslbsa712007-11-011-3/+5
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* Thank you, Melanie for solving: When receiving an ObjectAdd packet, the ↵Charles Krinke2007-11-011-3/+11
| | | | Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-301-0/+9
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* * Optimized usingslbsa712007-10-301-22/+22
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+1
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* Made some changes to the load/save xml format, So that the old format can ↵MW2007-10-221-3/+30
| | | | still be used, I have added new console commands of "load-xml2" and "save-xml2", if the old versions worked for you then please continue using them (at least for now). The new versions haven't been tested that much, so their format could be subject to change.
* small bit of refactoringMW2007-10-181-3/+8
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* Possible fix for: Remoting exceptions with adjacent non-running sims.Tleiades Hax2007-10-181-2/+2
| | | | | | | | | Bugs 449, 454, 408, 244, 197 implemented InformClientOfNeighbours as an asynchroneous process, handling timeouts without blocking the main thread. Improved logging of errors, removed catch all in try catch
* couple of small event changesMW2007-10-161-1/+1
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* Couple of small changes to Xml serialising of SceneObjectGroups (shouldn't ↵MW2007-10-161-4/+4
| | | | effect anything).
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-0/+28
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* * Just extracted a standard ToXml() on SceneObjectGrouplbsa712007-10-121-4/+13
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* Just trying out some thing with events, there changes/additions are likely ↵MW2007-10-121-0/+3
| | | | to be temporary.
* some refactoringMW2007-10-101-0/+39
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* == The "right name and place" commit ==lbsa712007-10-051-1/+0
| | | | | | | | | * Moved InventoryData to Framework.Types/InventoryItemBase.cs * Moved UserData to Framework.Interfaces/IUserData.cs * Moved UserProfileData to Framework/Types/UserProfileData.cs * Deleted ass-backwards Framework dependency on Framework.Data (now it's the other way round) * Changed some namespaces to reflect file structure
* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-7/+22
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* * Encapsulated all CommunicationsManager serviceslbsa712007-09-241-1/+1
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* * Continuing refactoring of presencelbsa712007-09-211-2/+2
| | | | | | | | * Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
* * even more renaming and refactoring; the cleaning woman is on call.lbsa712007-09-201-1/+1
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* * Some more presence refactoringlbsa712007-09-201-1/+1
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* Rev 1971 : The Lbsa71 vintage commitlbsa712007-09-201-3/+3
| | | | | * Refactored to prepare for some serious restructuring
* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-191-176/+226
| | | | | * 'remove redundant this qualifier' ftw
* Backup is now optional on classeslbsa712007-09-131-17/+44
| | | | | | | | * Removed unused BackUp method on EntityBase * Added overridable InSceneBackup property on SceneObjectGroup * Refactored out AttachToBackup and DetachFromBackup * Normalized namespace OpenSim.DataStore.MonoSqliteStorage to OpenSim.DataStore.MonoSqlite
* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-101-2/+3
| | | | | | | | So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
* Added region console command "edit-scale". To use first use change-region to ↵MW2007-09-081-0/+1
| | | | set the active region as the one you want. Then use "edit-scale <primitivename> <xvalue> <yvalue> <zvalue>" so a example is "edit-scale myprimitive 30.0 25.0 35.0" [ Note the primitive name can't have spaces in it. Also if there is more than one primitive with that name in the region, then it will edit the first one it finds. Also it currently doesn't search through the sub primitives of linked groups. So the primitive needs to be either a single primitive object or the root prim of a group. ]
* added experimental method of trying to relieve missing prim problem (by ↵MW2007-09-061-0/+16
| | | | adding a limit of the number of prim update packets sent in each update loop).
* fixed mantis bug 375 (copy broken with physics/ODE enabled)dan miller2007-09-061-0/+11
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* Attempt to cut down how often objects are backed up to the database.MW2007-08-291-2/+12
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-281-1/+1
| | | | should equal project and directory.
* Start of trying to make Region/Scene more modular. MW2007-08-281-3/+3
| | | | | | | | | Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
* Deleted a few old files that are no longer used.MW2007-08-271-1/+1
| | | | | | Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server. Deleted Framework.manager as I am sure this is no longer in use.
* Hopefully fixed the bugs in primitives rotation editingMW2007-08-251-3/+5
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* Had "using OpenSim.Physics.Manager;" defined twice in SceneObjectGroup.cs, ↵MW2007-08-241-1/+0
| | | | so removed one of them.
* Hopefully fixed mantis bug #318 (exception when a prim moves across a ↵MW2007-08-241-1/+20
| | | | border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-241-0/+27
| | | | than moved into there.
* Updated sqlite3.dll to version 3.4.2MW2007-08-241-0/+6
| | | | | | Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
* Implemented Resize Method in OdePrim.MW2007-08-231-0/+19
| | | | | | | | attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
* Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW2007-08-231-0/+5
| | | | | | | | this is set when registering the prims with the physics engine. Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.) As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-231-0/+1
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-221-0/+10
| | | | script in a primitive is deleted.
* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-221-19/+19
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-221-2/+2
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* Fixed typo.MW2007-08-221-1/+1
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