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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs (follow)
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* * Check in odds and ends which remain as an attempt to get the item ↵Justin Clarke Casey2008-04-251-10/+42
| | | | | | | | | 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
* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-30/+30
| | | | | | Please adjust your editors to not use hard tabs.
* * Patch for #973 - Object Rez from Inventory ignores permissions - Thanks ↵Adam Frisby2008-04-231-0/+25
| | | | tglion!
* * Applying Mantis #1020 (Animations) - Thanks Melanie.Adam Frisby2008-04-231-0/+33
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-5/+3
| | | | (this took a while to run).
* * Updates LSL2CS converterTeravus Ovares2008-04-201-0/+1
| | | | | | | | | * 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.
* * Okay you can put down your pitchforks - this patch should fix rezzing of ↵Justin Clarke Casey2008-04-071-1/+0
| | | | | | | | | | | 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 Ovares2008-04-071-0/+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.
* From: Kurt Taylor <krtaylor@us.ibm.com>Justin Clarke Casey2008-04-041-3/+7
| | | | | | Patch to remove commented NotImpemented calls from within implemented script functions
* * Resolve mantis 849Justin Clarke Casey2008-04-031-1/+1
| | | | | | * Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
* Minor: just some method commentsJustin Clarke Casey2008-04-021-2/+10
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* * Fix for mantis #678Justin Clarke Casey2008-04-011-2/+11
| | | | | | * Shift copied prims should now keep the script in both prims over region startups
* * Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey2008-03-181-0/+3
| | | | is deleted from the region
* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-2/+2
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-201-2/+2
| | | | | | | * This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
* * re-enabled AssetNotFound codelbsa712008-02-201-77/+80
| | | | | | * turned script asset fetching asynchronous
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-39/+30
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* * didn't save :P so, this is the other half to my last commitTeravus Ovares2008-02-071-1/+20
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* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-071-1/+14
| | | | Remove the flag if you delete all of the scripts in the object.
* * Fixed script count incrementer. Was decrementing but only incrementing ↵Teravus Ovares2008-02-061-2/+2
| | | | when a script was requested by UUID
* * Put the script run limiter on the SceneObjectPart as otherwise you can ↵Teravus Ovares2008-02-061-13/+15
| | | | drop scripts in prim and they'll still run with scripts disabled.
* * Added Active Scripts to report the number of scripts running to Sim Stats Teravus Ovares2008-02-061-0/+22
| | | | | | | * Added Script Performance to report the number of functions run per second to Sim Stats. * Removed a few warnings (@.@ up to 50 now)
* Converted logging to use log4net.Jeff Ames2008-02-051-30/+32
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Scripts edited within a prim will now be persisted correctlyJustin Clarke Casey2008-01-211-1/+4
| | | | | | | * On restart the latest save will be restored rather than the very first dragged in scripts * Also add previously missed out database commits to separate prim inventory commit path (sigh)
* Method renameJustin Clarke Casey2008-01-211-3/+5
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* * Make object persistence more granular by separating prim and prim ↵Justin Clarke Casey2008-01-211-1/+25
| | | | inventory persistence
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-171-1/+5
| | | | | | | * An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-90/+119
| | | | | | | | | 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 Casey2008-01-161-37/+53
| | | | | | | | * 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
* * 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.
* Switch prim items type representation to use int rather than strings.Justin Clarke Casey2008-01-111-12/+7
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* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-091-18/+89
| | | | | | | | * 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.
* Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey2008-01-071-1/+8
| | | | | | | | is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
* Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2008-01-071-6/+2
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* Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey2008-01-071-2/+24
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* Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey2008-01-071-0/+48
| | | | | | | | prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
* Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2008-01-061-0/+244