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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-6/+38
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-221-2/+2
| | | | perms weirdness, let's all work together to find the real cause.
* * Make object persistence more granular by separating prim and prim ↵Justin Clarke Casey2008-01-211-2/+7
| | | | inventory persistence
* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-181-10/+10
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-181-8/+12
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* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+10
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * added ForEachPart helperlbsa712008-01-171-2/+16
| | | | | * added SetOwnerId that... sets.. OwnerId... on all parts.
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-4/+2
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * Store task inventory when an object is taken into agent inventoryJustin Clarke Casey2008-01-161-4/+8
| | | | | | | | * This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
* * Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares2008-01-151-0/+6
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-151-6/+16
| | | | | | | | * Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
* * Mother of all commits:Adam Frisby2008-01-151-2/+2
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-29/+51
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* Remove unused SOG constructorJustin Clarke Casey2008-01-141-8/+0
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* Fix r2959 - last letter was being sliced off region prim renamesJustin Clarke Casey2008-01-101-2/+2
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* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-4/+3
| | | | | | | | * It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
* Factor out inventory code in SceneObjectGroup into seperate class. Justin Clarke Casey2008-01-061-96/+1
| | | | | | As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
* Factor out TaskInventoryItemJustin Clarke Casey2008-01-061-6/+6
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* Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey2008-01-061-5/+11
| | | | | | | | | Scripts now show up in prim inventories after region restart. Probably doesn't yet work for any items other than scripts. Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-031-2/+2
| | | | code. Let me know by IRC if there are other problems
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-11/+6
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-281-1/+0
| | | | and description. Thanks Melanie.
* * Made a copy of parts before updating to avoid dictionary updated ↵lbsa712007-12-281-3/+9
| | | | | | | | exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-281-5/+8
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Optimized usingslbsa712007-12-271-52/+41
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey2007-12-261-0/+7
| | | | | | | | after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
* Again, thanks to Alondria for:Charles Krinke2007-12-171-7/+34
| | | | | | | | | | Added: LinkNum to SceneObjectPart Added: Bunch-o settings of LinkNum in SceneObjectGroup Added: llGetNumberOfPrims() Added: llGetLinkNumber() Added: llGetLinkKey() Added: llGetLinkName() (and change to string return type)
* * Debugging Shapelbsa712007-12-131-0/+1
| | | | | * Adding namesetting to Create
* couple of small fixes.MW2007-12-121-2/+2
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* Couple of more small changesMW2007-12-111-1/+4
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* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-071-1/+1
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* * Removed lots of scurrilous uses of ASCII/UTF8.GetBytes for making packet ↵Adam Frisby2007-12-061-4/+4
| | | | strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-7/+26
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-1/+2
| | | | explicit
* * Some more ApplyPhysics voodoolbsa712007-12-041-82/+87
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* * ApplyPhysics now creates the PhysActor as well.lbsa712007-12-041-1/+1
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* * Added ApplyPhysics helper on group.lbsa712007-12-041-0/+8
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* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-1/+1
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* Rezzing multiple copies of a inventory prim should now work.MW2007-12-011-0/+11
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* *Refactored the initial raytracer so it doesn't use the Parent reference.Teravus Ovares2007-11-301-5/+14
| | | | | *Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
* small change to OnSceneGroupMove event (in SceneEvents.cs)MW2007-11-301-7/+10
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* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-301-9/+14
| | | | | * Various code convention compliance
* * Temporary fix for 'User already online' issue in standalone mode.Teravus Ovares2007-11-301-1/+1
| | | | | * Revert this once we get a working logoff.
* * Fixed neighbour range buglbsa712007-11-291-10/+10
| | | | | * Various refactorings
* * minor refactoringslbsa712007-11-291-1/+1
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* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-231-0/+38
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* Fixed bug that can lead to infinitive loopsMW2007-11-211-0/+6
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* fix for mantis #2 from Justin Casey (IBM)Sean Dague2007-11-201-0/+5
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* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-3/+9
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Refactored IClientAPI.OutPacket to require a second mandatory parameter. ↵Teravus Ovares2007-11-181-2/+2
| | | | This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.