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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-291-1/+9
| | | | | | * Added 'detected around: value' when a x.Y detect occurs to help debug. * Fixed object text is too long to store to the database (wikilith)
* Mantis#1406. Thank you kindly, Xantor for a patch that:Charles Krinke2008-05-281-1/+15
| | | | | | | | | llLoopSound sends out one packet to clients in view, so it doesn't work anymore when clients enter later on, or the prim is modified in any way. Solution: Stored sound data on prim, send full update instead. llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object inventory sound names. llStopSound clears prim data and sends full update.
* Formatting cleanup.Jeff Ames2008-05-281-25/+25
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* Thank you very much, ChrisIndigo for a patch that:Charles Krinke2008-05-281-9/+25
| | | | | | | | If a script updates an object to the same position or rotation offset, the object triggers an update and storage of the object. This become more prevalent in sensor and timer events which may be firing frequently.
* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-261-4/+3
| | | | | | | | prims * no user functionality yet
* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-251-0/+32
| | | | | | | however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-251-0/+30
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* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-211-8/+14
| | | | | | | | * Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
* * Fixed needing to alter your sculptie sometimes to get physics to generate ↵Teravus Ovares2008-05-211-1/+4
| | | | | | | a collision mesh for it. * Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
* * Fixed a logic error in previous commit. Darn these long ↵Teravus Ovares2008-05-181-2/+2
| | | | client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
* * Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares2008-05-181-1/+7
| | | | half tiny amount implemented.
* * Committing patch from mantis 0001297: [PATCH] Fix behavior of child prim ↵Teravus Ovares2008-05-161-3/+13
| | | | inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
* Minor cleanup.Jeff Ames2008-05-161-1/+1
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* Formatting cleanup.Jeff Ames2008-05-161-101/+101
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* Committing patch from Melanie. 0001290: [PATCH] implement permissions ↵Teravus Ovares2008-05-151-14/+4
| | | | | | | | propagation and script module hooks. Thanks Melanie! * Implements quite a few inventory related perms. * (from Teravus) Fixes Take Copy
* * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a ↵Justin Clarke Casey2008-05-141-6/+6
| | | | direct call to Scene
* Formatting cleanup.Jeff Ames2008-05-141-2/+2
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* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-091-0/+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
* * Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares2008-05-091-1/+20
| | | | | | | it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
* * Fixes Prim ExtraParams Teravus Ovares2008-05-081-12/+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.
* get all the right bits to SendPrimitiveToClient so we can actuallySean Dague2008-05-071-5/+5
| | | | | | set vel, acc, and rvel in the packet (though this isn't done yet).
* De-tabify source.Jeff Ames2008-05-061-42/+39
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* send actual velocity and angular velocity in terse updatesSean Dague2008-05-061-3/+4
| | | | | | | instead of hardcoding to zero when the primitive is non physical. llTargetOmega should work now.
* * Implemented DIE_AT_EDGE and Temporary objects don't save to the database.Teravus Ovares2008-05-041-0/+20
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* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-5/+50
| | | | | * Nothing user facing yet.
* * DuplicateOnRay with copy center works in two directions... Still ↵Teravus Ovares2008-05-021-1/+1
| | | | | | | fighting with it. * DuplicateOnRay without copy center works in all directions.
* * Rolled back a few changes.Adam Frisby2008-05-011-967/+997
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-997/+967
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* * committing what I've got so far for DuplicateOnRay so I don't fight the ↵Teravus Ovares2008-05-011-6/+17
| | | | conflict monster later. Not done yet, doesn't crash the server.
* * Assorted spring cleanings.Adam Frisby2008-05-011-1/+0
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* * You can now rez objects out of inventory at the correct offset from prim ↵Teravus Ovares2008-05-011-2/+11
| | | | 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 Ovares2008-04-301-8/+97
| | | | | | | Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
* * Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares2008-04-281-5/+64
| | | | | * In the future this should be a config option... and, hopefully this tides the builders over for a little while.
* * More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares2008-04-271-4/+5
| | | | I need them to be for attachments.
* * First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey2008-04-261-4/+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
* * Ooops, attachments now teleport/cross region borders along with your ↵Teravus Ovares2008-04-261-0/+7
| | | | avatar. Those dastardly objects stick to you.
* * Fixes prim crossing. See bug 1050.Teravus Ovares2008-04-251-1/+15
| | | | | * Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
* * Check in odds and ends which remain as an attempt to get the item ↵Justin Clarke Casey2008-04-251-2/+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
* * Fixes Mantis: 1049. Y Texture repeat not being applied to resulting ↵Teravus Ovares2008-04-251-1/+1
| | | | animation.
* * Fixes the object pay box to default to -2,-2,-2,-2,-2. Fixes mantis 1045.Teravus Ovares2008-04-251-1/+1
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* * Used thomas' patch m884 as an example to make HUD attachments work. ↵Teravus Ovares2008-04-251-1/+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))
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-1/+15
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* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-8/+8
| | | | | | Please adjust your editors to not use hard tabs.
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-6/+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.
* * Fixed an annoying pop-up box when crossing borders.Teravus Ovares2008-04-231-2/+2
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* * Patch from Melanie. Mantis 0001037: Add various internal plumbing to ↵Teravus Ovares2008-04-231-0/+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.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-0/+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
* * Applying Mantis #1022 - Thanks Melanie!Adam Frisby2008-04-231-2/+11
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* * Applying Mantis #1021 (llStartAnimation/llStopAnimation) - Thanks Melanie!Adam Frisby2008-04-231-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-7/+5
| | | | (this took a while to run).