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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* * Added Active(physical) object count to the SimStatsReporterTeravus Ovares2007-12-141-0/+5
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* * Debugging Shapelbsa712007-12-131-0/+3
| | | | | * Adding namesetting to Create
* * The 'Create' functions should be called to factor up a new, otherwise ↵lbsa712007-12-111-0/+12
| | | | | | | empty, but with the Id and 1-to-1 child fields instantiated and randomized. * Added two shape constants that
* Great Salutations to Alondria for providing implementations for:Charles Krinke2007-12-101-0/+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.
* refactored ChatModule a bit.Jeff Ames2007-12-101-2/+1
| | | | | misc cleanup and code convention fixes.
* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-071-1/+1
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* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-071-3/+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)
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-051-98/+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!
* fixed a few compiler warnings under mono (committed from a train, with ↵Jeff Ames2007-12-051-8/+5
| | | | adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
* *disabled some confusing code regarding permissionsTeravus Ovares2007-12-041-2/+3
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-4/+2
| | | | explicit
* * Some more ApplyPhysics voodoolbsa712007-12-041-2/+1
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* * ApplyPhysics now creates the PhysActor as well.lbsa712007-12-041-82/+103
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* * Removed 12 compiler warnings.Adam Frisby2007-12-041-1/+0
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* *Refactored the initial raytracer so it doesn't use the Parent reference.Teravus Ovares2007-11-301-17/+33
| | | | | *Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
* * Refactored away permissions and physics flag duplicationslbsa712007-11-301-31/+5
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* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-301-34/+47
| | | | | * Various code convention compliance
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-301-7/+76
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* * Temporary fix for 'User already online' issue in standalone mode.Teravus Ovares2007-11-301-0/+11
| | | | | * Revert this once we get a working logoff.
* * Fixed neighbour range buglbsa712007-11-291-8/+8
| | | | | * Various refactorings
* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-231-0/+85
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-32/+46
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* cleaned up some mono compiler warningsJeff Ames2007-11-181-1/+1
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* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-181-0/+2
| | | | physics events.
* Added ClickAction property to SceneObjectPart (and the relevant changes in ↵MW2007-11-171-1/+13
| | | | IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
* minor cleanup of some dodgy bitsJeff Ames2007-11-171-10/+1
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* * Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares2007-11-161-17/+38
| | | | never stops.
* * Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares2007-11-161-1/+2
| | | | you see a difference.
* * ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2007-11-161-6/+48
| | | | go )
* * Implemented the little friendly pop tooltip messages that appear when you ↵Teravus Ovares2007-11-151-4/+30
| | | | hover your mouse over prim with the object name, description, ownerid.. etc.
* * Copied objects are now owned by the object copier (Next Owner) (however ↵Teravus Ovares2007-11-141-1/+3
| | | | | | | next owner permissions are not applied yet) * In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
* Patch from Mathias Soeken (thanks Mathias!) to take care of the color Dalien Talbot2007-11-111-1/+22
| | | | | | | and alpha argument of the llSetText command.
* * adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares2007-11-111-5/+8
| | | | OpenSim.ini.example in the bin folder for an example.
* * Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares2007-11-091-4/+7
| | | | | | | | sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-081-0/+12
| | | | | | | | final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-3/+27
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* Thank you, Teravus for: Solution for 'after using physical prim with ↵Charles Krinke2007-11-051-1/+5
| | | | MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
* Applying Teravus patch # 557. Some glue code for the updating of prim's ↵MW2007-11-041-4/+34
| | | | velocity.
* Fixes a bug with a ZERO Quaternion when creating a prim.darok2007-11-031-4/+8
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* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-5/+68
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* First part of Scene refactoring:MW2007-11-031-0/+1
| | | | | | Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-9/+10
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Diuerse beavtificatemslbsa712007-11-011-50/+52
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* Thank you, Melanie for solving: When receiving an ObjectAdd packet, the ↵Charles Krinke2007-11-011-2/+7
| | | | Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
* Thank you Melanie for a patch to SceneObjectPart.cs so that on first ↵Charles Krinke2007-11-011-2/+19
| | | | transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set.
* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-301-4/+102
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* * Optimized usingslbsa712007-10-301-14/+9
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-2/+1
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* Started the process of cleaning up AssetCache and moving most of the code ↵MW2007-10-291-2/+2
| | | | into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
* Couple of small changes to Xml serialising of SceneObjectGroups (shouldn't ↵MW2007-10-161-0/+2
| | | | effect anything).