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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (follow)
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-4/+2
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* * 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).
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-1/+29
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* * Just extracted a standard ToXml() on SceneObjectGrouplbsa712007-10-121-1/+2
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* Some changes to the sending of updates of SceneObjects to clients, that I ↵MW2007-10-111-8/+5
| | | | did a few weeks ago but never committed (and never completely finished what I had planned).
* * First example of moving stuff to a Region layerlbsa712007-09-211-9/+0
| | | | | * Also, changed RegionPresence to 'RegionSubscription' - let's just see where we land with this...
* * Continuing refactoring of presencelbsa712007-09-211-2/+2
| | | | | | | | * Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
* * even more renaming and refactoring; the cleaning woman is on call.lbsa712007-09-201-2/+2
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* Rev 1971 : The Lbsa71 vintage commitlbsa712007-09-201-4/+4
| | | | | * Refactored to prepare for some serious restructuring
* * Modernized ScriptManager to new interface-based module calls.lbsa712007-09-191-151/+194
| | | | | * 'remove redundant this qualifier' ftw
* added ability to update group positionSean Dague2007-09-141-0/+7
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* Fixing namespace problems MW2007-09-111-0/+1
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