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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (unfollow)
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2008-05-09* Valid Sculpted prim now collide properly.Teravus Ovares1-0/+8
* 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
2008-05-09* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares1-1/+20
it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
2008-05-08* Fixes Prim ExtraParams Teravus Ovares1-12/+1
* Fixes Sculpty handling * Fixes Light handling * Fixes Flexi handling * Fixes Sculpty + Flexi handling * Fixes handling of Flexi type * Fixes Changing prim type after changing to sculpty corrupting prim. * Ugly code.
2008-05-07get all the right bits to SendPrimitiveToClient so we can actuallySean Dague1-5/+5
set vel, acc, and rvel in the packet (though this isn't done yet).
2008-05-06De-tabify source.Jeff Ames1-42/+39
2008-05-06send actual velocity and angular velocity in terse updatesSean Dague1-3/+4
instead of hardcoding to zero when the primitive is non physical. llTargetOmega should work now.
2008-05-04* Implemented DIE_AT_EDGE and Temporary objects don't save to the database.Teravus Ovares1-0/+20
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-5/+50
* Nothing user facing yet.
2008-05-02* DuplicateOnRay with copy center works in two directions... Still ↵Teravus Ovares1-1/+1
fighting with it. * DuplicateOnRay without copy center works in all directions.
2008-05-01* Rolled back a few changes.Adam Frisby1-967/+997
2008-05-01* Spring cleaning on Region.Environment. Adam Frisby1-997/+967
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
2008-05-01* committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares1-6/+17
conflict monster later. Not done yet, doesn't crash the server.
2008-05-01* Assorted spring cleanings.Adam Frisby1-1/+0
2008-05-01* You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares1-2/+11
you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
2008-04-30* Patch by Melanie. Implements proper objectflags on child objects. Thanks ↵Teravus Ovares1-8/+97
Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
2008-04-28* Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares1-5/+64
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
2008-04-27* More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares1-4/+5
I need them to be for attachments.
2008-04-26* First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey1-4/+7
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
2008-04-26* Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares1-0/+7
avatar. Those dastardly objects stick to you.
2008-04-25* Fixes prim crossing. See bug 1050.Teravus Ovares1-1/+15
* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
2008-04-25* Check in odds and ends which remain as an attempt to get the item ↵Justin Clarke Casey1-2/+2
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
2008-04-25* Fixes Mantis: 1049. Y Texture repeat not being applied to resulting ↵Teravus Ovares1-1/+1
animation.
2008-04-25* Fixes the object pay box to default to -2,-2,-2,-2,-2. Fixes mantis 1045.Teravus Ovares1-1/+1
2008-04-25* Used thomas' patch m884 as an example to make HUD attachments work. ↵Teravus Ovares1-1/+1
While I didn't use the patch directly, I did use the following from the patch to convert the uint value into the byte: (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16))
2008-04-25* Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares1-1/+15
2008-04-24replace hard tabs with 4 spaces to be consistant in the source.Sean Dague1-8/+8
Please adjust your editors to not use hard tabs.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-6/+28
* 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.
2008-04-23* Fixed an annoying pop-up box when crossing borders.Teravus Ovares1-2/+2
2008-04-23* Patch from Melanie. Mantis 0001037: Add various internal plumbing to ↵Teravus Ovares1-0/+3
the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie! * Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-0/+17
* 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
2008-04-23* Applying Mantis #1022 - Thanks Melanie!Adam Frisby1-2/+11
2008-04-23* Applying Mantis #1021 (llStartAnimation/llStopAnimation) - Thanks Melanie!Adam Frisby1-1/+1
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby1-7/+5
(this took a while to run).
2008-04-20* Updates LSL2CS converterTeravus Ovares1-3/+11
* 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.
2008-04-03* Resolve mantis 849Justin Clarke Casey1-1/+8
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
2008-04-02* Add some temporary task inventory item inflation debug messages to ↵Justin Clarke Casey1-2/+2
investigate mantis 854
2008-03-25* Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares1-1/+1
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. ) ( Remove ray caster Verbosity )
2008-03-25* Use Face normal to offset new prim instead of the hard coded pos.Z += ↵Teravus Ovares1-0/+1
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
2008-03-25* On Ray casting. Now returning the face normal of the collision face.Teravus Ovares1-2/+2
2008-03-25* Refactored out circular reference in Region.Environment <-> ↵lbsa711-2/+9
Framework.Data.Base We REALLY need to get the db layer sorted soon...
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+18
* 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.
2008-03-24* Added llApplyImpulse in the local frame.Teravus Ovares1-4/+20
2008-03-24* OBB: Flipped the -y face normal so ray casting against the -y face ↵Teravus Ovares1-4/+4
correctly results in the point of collision.
2008-03-23* Implements Oriented Bounding Box raytracing.Teravus Ovares1-20/+209
* 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.
2008-03-22Implements llLoopSound(), llStopSound(), and llAdjustSoundVolume(). alondria1-2/+16
2008-03-22* Committing some math to discover the Oriented Bounding Box and decomposing ↵Teravus Ovares1-0/+113
it into planes and normals. * No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
2008-03-21* Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares1-0/+7
vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
2008-03-19Fix server crash when setting prims physical under basic physics.Jeff Ames1-2/+6
2008-03-18Formatting cleanup.Jeff Ames1-26/+25
2008-03-17From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague1-1/+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.