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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* ODEPluginTeravus Ovares2008-03-101-0/+16
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+8
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-051-15/+15
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-041-1/+118
| | | | support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-031-1/+1
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+11
| | | | | | | | | 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.
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-201-1/+0
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-201-0/+3
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-161-2/+1
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-0/+5
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares2008-02-121-1/+17
| | | | of the permission masks or Locked status using the available checkboxes.
* * various minuscule code convention conformance fixeslbsa712008-02-121-1/+1
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* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-1/+24
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-9/+10
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * some refactoring on permissionslbsa712008-02-111-50/+28
| | | | | * temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-101-4/+5
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* * A lot of ugly permissions updates.Teravus Ovares2008-02-101-5/+55
| | | | | | | | | | ** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
* * Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares2008-02-071-1/+6
| | | | Remove the flag if you delete all of the scripts in the object.
* Converted logging to use log4net.Jeff Ames2008-02-051-8/+7
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Refactored the sound calls to SceneObjectPart Teravus Ovares2008-02-051-0/+78
| | | | | | * Fixed a few bugs * Wrote an example module to make certain event systems more mature.
* First part of avatar persistence, currently only really works in standalone ↵MW2008-02-041-0/+3
| | | | | | | | | mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
* * Fixed llSetTextureAnim to respect rate and Length and StartTeravus Ovares2008-02-021-3/+3
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* * Added Full support for llSetTextureAnim. To ckrinke: Let the fountains ↵Teravus Ovares2008-02-021-2/+41
| | | | | | | | of Wright Plaza flow! * Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
* * Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares2008-02-021-2/+10
| | | | break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
* * I just love doing these substantial contributions.lbsa712008-01-221-3/+3
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* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-221-97/+39
| | | | perms weirdness, let's all work together to find the real cause.
* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-181-2/+2
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-181-2/+2
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* * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa712008-01-181-6/+1
| | | | hence always retuning false on GenericObjectPermission.
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+15
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-171-5/+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
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-161-2/+6
| | | | | | | | | 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 Casey2008-01-161-0/+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
* First part of changing prim's permission flags to use the correct enum ↵MW2008-01-161-40/+10
| | | | (libsl PermissionMask)
* * Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares2008-01-161-1/+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.
* * Added some comments to the linkset positioning codeTeravus Ovares2008-01-151-4/+20
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-151-9/+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)
* * Mother of all commits:Adam Frisby2008-01-151-4/+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.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-11/+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.
* make Stopped a property of the SceneObjectPart instead of in theSean Dague2008-01-081-0/+13
| | | | | | database code, so this is a shared concept.
* Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey2008-01-071-16/+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.
* Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2008-01-061-205/+1
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* Factor out TaskInventoryItemJustin Clarke Casey2008-01-061-68/+0
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* Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey2008-01-061-22/+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.
* Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey2008-01-051-3/+10
| | | | | | | | | persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
* Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey2008-01-031-0/+1
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* Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey2008-01-021-7/+15
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* * Patch from Alondria that re-fixes llSetColorTeravus Ovares2007-12-301-20/+20
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* * Made a copy of parts before updating to avoid dictionary updated ↵lbsa712007-12-281-1/+1
| | | | | | | | exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object