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path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs (follow)
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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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* * Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey2008-03-141-12/+1
| | | | | | | | prim at a time. * Teaches me not to say stuff like 'this is now working'
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-141-1/+1
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-3/+26
| | | | | | | * Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-141-1/+7
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * Added null root part guardlbsa712008-03-141-1/+9
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-141-0/+47
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+3
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* * Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey2008-03-131-2/+4
| | | | delink prim updates is low priority
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-131-3/+11
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-121-5/+7
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-13/+13
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* this is probably just a band aid, but should at leastSean Dague2008-03-041-3/+9
| | | | | | | help figure out where my last crash came from by being extra careful arround Add for scene object group.
* Change handler001 through handler009 to moreCharles Krinke2008-03-021-4/+4
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-2/+5
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.