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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (unfollow)
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2008-02-02* Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares1-2/+10
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-01-22* I just love doing these substantial contributions.lbsa711-3/+3
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-97/+39
perms weirdness, let's all work together to find the real cause.
2008-01-18On reflection, HasGroupChanged is more appropriateJustin Clarke Casey1-2/+2
2008-01-18Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey1-2/+2
2008-01-18* Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa711-6/+1
hence always retuning false on GenericObjectPermission.
2008-01-17* Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares1-0/+15
before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17* Added and implemented the LSL changed event.Teravus Ovares1-5/+54
* 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
2008-01-16* Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey1-2/+6
region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
2008-01-16* Store task inventory when an object is taken into agent inventoryJustin Clarke Casey1-0/+13
* 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
2008-01-16First part of changing prim's permission flags to use the correct enum ↵MW1-40/+10
(libsl PermissionMask)
2008-01-16* Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares1-1/+1
over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-15* Added some comments to the linkset positioning codeTeravus Ovares1-4/+20
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares1-9/+13
* 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)
2008-01-15* Mother of all commits:Adam Frisby1-4/+4
* 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.
2008-01-14* First pass at collidable linksetsTeravus Ovares1-11/+99
* 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.
2008-01-08make Stopped a property of the SceneObjectPart instead of in theSean Dague1-0/+13
database code, so this is a shared concept.
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey1-16/+16
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-06Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey1-205/+1
2008-01-06Factor out TaskInventoryItemJustin Clarke Casey1-68/+0
2008-01-06Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey1-22/+76
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.
2008-01-05Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey1-3/+10
persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
2008-01-03Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey1-0/+1
2008-01-02Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey1-7/+15
2007-12-30* Patch from Alondria that re-fixes llSetColorTeravus Ovares1-20/+20
2007-12-28* Made a copy of parts before updating to avoid dictionary updated ↵lbsa711-1/+1
exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
2007-12-28* Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares1-2/+5
inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-27* Optimized usingslbsa711-205/+209
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-27* Fixed MonoSQLite Update Table routineTeravus Ovares1-2/+2
* Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
2007-12-27* AssetServerBase: _ProcessRequest is now called GetAssetlbsa711-1/+1
* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
2007-12-27* Fixed the matching logic error on the LLQuat to axiom quat :PTeravus Ovares1-1/+1
2007-12-27* fixed a logic error in the receiving end of the prim load for the sit targetTeravus Ovares1-2/+5
2007-12-27* Added Sit Target persistence over sim restarts for mySQL and MonoSQLite.Teravus Ovares1-0/+27
* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE * The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated. * MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
2007-12-27* Added slightly better object sit handlingTeravus Ovares1-0/+34
* Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
2007-12-27Prim inventory persistence phase 1: Creation of preliminary table in sqlite.Justin Clarke Casey1-15/+11
No user functionality yet. This code is not turned on, so there is no possibility of disruption to existing databases.
2007-12-26If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey1-4/+6
after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
2007-12-26* Patch by Melanie to fix CreateSelectedTeravus Ovares1-1/+7
2007-12-24Again, great thanks to Alondria for:Charles Krinke1-1/+13
Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(), llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(), llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(), llWater(), llGetLocalRot(), and llGetAccel()
2007-12-23* Patch from Alondria - Added LLFunctions llGetMass(), llGetLandOwnerAt(), ↵Teravus Ovares1-0/+16
llGetVel(), llGround()
2007-12-22Thank you, Alondria for:Charles Krinke1-2/+2
Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
2007-12-20Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames1-11/+11
Works with LibSL rev>1532
2007-12-17Again, thanks to Alondria for:Charles Krinke1-0/+7
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)
2007-12-14* Added Active(physical) object count to the SimStatsReporterTeravus Ovares1-0/+5
2007-12-13* Debugging Shapelbsa711-0/+3
* Adding namesetting to Create
2007-12-11* The 'Create' functions should be called to factor up a new, otherwise ↵lbsa711-0/+12
empty, but with the Id and 1-to-1 child fields instantiated and randomized. * Added two shape constants that
2007-12-10Great Salutations to Alondria for providing implementations for:Charles Krinke1-0/+27
llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture, llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture, llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot. With these changes the "kan-ed" script #2 should be working.
2007-12-10refactored ChatModule a bit.Jeff Ames1-2/+1
misc cleanup and code convention fixes.
2007-12-07Updates to LibSL revision 1498. Thanks Johan!Adam Johnson1-1/+1
2007-12-07* Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares1-3/+4
* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
2007-12-05* Refactored Permissions into ScenePresence as requested by MWTeravus Ovares1-98/+172
* 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!