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path: root/OpenSim/Region/Environment/Scenes/ScenePresence.cs (unfollow)
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2008-05-25Thank you very much, Melanie for a patch that:Charles Krinke1-0/+6
If the m_controllingClient member if a ScenePresence is null, that would cause a CTB. This patch fixes it.
2008-05-24* an attempt to resolve the teleport + attachment = crashTeravus Ovares1-4/+19
2008-05-23IRCBridgeModule (and ChatModule before the refactoring) didn't succeed in Dr Scofield1-0/+2
finding out which region a new avatar was logging in to; the same problem occurred when the client/avatar logged out. the reason was mani-fold: - Scene.AddNewClient(...) would call SubscribeToClientEvents(client) which would subscribe to all client events and then call TriggerOnNewClient(...) BEFORE the ScenePresence object had even been created and added. i've moved the TriggerOnNewClient() call to the end of Scene.AddNewClient() - Scene.AddNewClient(...) is called with child == true; a later call to ScenePresence.MakeRootAgent() will turn child to false. When OnNewClient is triggered, child is still true, causing IRCBridgeModule's FindClientRegion to ignore the ScenePresence of the new avatar. i've changed IRCBridgeModule to still use OnNewClient and also OnLogout and OnConnectionClosed but only to signal that the avatar has logged on (logged off respectively). to track whether an avatar has actually entered a region i've added EventManager.OnMakeRootAgent (complementing OnMakeChildAgent). also, i've cleaned up the internal IRCModule code a bit. currently it still uses IClientAPI.SendChatMessage() which replicates the code in ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
2008-05-23*Refactor of the LandManagementModule that allows OpenSim to run without itmingchen1-9/+1
2008-05-22don't trust appearance assetid, instead do an inventorySean Dague1-5/+5
lookup any time we get it from the server. This should preventent unwearable appearance.
2008-05-21Clean out some crufty in AvatarFactoryModule Sean Dague1-13/+10
Fix RequestUpdateInventoryItem so that asset changes generate a new asset, which is needed for editing appearance to do the right thing. Persistant appearance seems to work after this, except you need to rebake textures some times.
2008-05-21this removes use of the mapper for wearables, and I can confirm thingsSean Dague1-2/+1
get saved to the database. There are still issues on wearing things after a cleared cache that I'm looking at now.
2008-05-20Add copyright notices.Jeff Ames1-1/+1
Fix spelling typo (Thanks ChrisDown for pointing this out)
2008-05-19fix crash in standalone mode for initial appearance setupSean Dague1-3/+3
2008-05-19Attempt to fix incorrect animations when using ODE (bugs #1320 / #1321)Jeff Ames1-9/+16
2008-05-19Rework some of the animation logic in an attempt to resolve #1318Jeff Ames1-38/+25
2008-05-18Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames1-2/+2
types and null.
2008-05-17while this doesn't fix the initial no pants issue in grid (which still ↵Sean Dague1-6/+16
baffles me) it does make setting appearance in grid stick.
2008-05-17Formatting cleanup.Jeff Ames1-3/+3
2008-05-16minor change to justin's previous fix that should stillSean Dague1-3/+4
prevent his crashes
2008-05-16* Removing unnecessary LLUUID.Zero check from AssetCacheJustin Clarke Casey1-1/+6
* This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode
2008-05-16Minor cleanup.Jeff Ames1-1/+1
2008-05-16Formatting cleanup.Jeff Ames1-92/+92
2008-05-16appearance now survives logout. Tommorrow will involve movingSean Dague1-1/+2
the MSSQL and MYSQL mappers back in under datastores and looking at doing gid bits for this
2008-05-15testing avatar appearance as a user serviceSean Dague1-0/+7
2008-05-15minor refactor of some properties for readabilitySean Dague1-9/+9
2008-05-15refactoring to move AvatarAppearance into Framework andSean Dague1-8/+16
move the appearance sending bits to ScenePresence
2008-05-14* Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking ↵Teravus Ovares1-7/+1
permissions modules. From Melanie. Thanks Melanie!
2008-05-14* Applying patch from Melanie to expose godlevel to modules.Adam Frisby1-0/+5
2008-05-14* Applying patches from Melanie to cover permissions module. Thanks!Adam Frisby1-0/+6
2008-05-14Formatting cleanup.Jeff Ames1-1/+1
2008-05-14* Refactored OutPacket out of ScenePresence Teravus Ovares1-24/+7
* Down to 65 warnings.
2008-05-13* Implemented ChildAgentDataUpdate throttle multiplier based on an ↵Teravus Ovares1-1/+18
inaccurate count of neighbors. * The neighbor count is always lower then the actual number of neighbors unless your region was up the longest. * The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
2008-05-12Move animation handling from ScenePresence into its own class.Jeff Ames1-152/+49
2008-05-12Thanks Melanie for a patch to stop sending unnecessary animation updates ↵Jeff Ames1-1/+3
(bug #1239).
2008-05-12Refactoring animation handling in ScenePresence.Jeff Ames1-143/+101
2008-05-12Formatting cleanup.Jeff Ames1-17/+17
2008-05-110001199: [PATCH] Add support for default animations Teravus Ovares1-0/+57
From Melanie... Thanks Melanie! .
2008-05-11* Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby1-1/+8
them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
2008-05-09*Land/Parcel upates are now correct with a significant movement by the Clientmingchen1-11/+2
*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
2008-05-07* Increasing ScenePresences locking to prevent race conditions such as those ↵Justin Clarke Casey1-0/+1
seen in one of the crashes of mantis 1163 * It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds. * If this is the case, please file a mantis
2008-05-07* Doh! scripts that get controls should get controls even when you're ↵Teravus Ovares1-9/+9
sitting on an object.
2008-05-07* Removes references to libsecondlife.Packets from IClientAPI. BAD ↵Adam Frisby1-17/+17
PROGRAMMERS. NAUGHTY. * Thanks to Andrew (DeepThink) for working on this one.
2008-05-07* Other then the prim update experiments that are going on now, ↵Teravus Ovares1-2/+18
llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
2008-05-07* Theoretically, everything is in place for scripted take controls... ↵Teravus Ovares1-1/+103
Theoretically. * I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
2008-05-06* Cleaning up code, making it conform to OpenSim standards.Adam Frisby1-2/+2
2008-05-06* Committing a bunch of work for control snatching. Not done yet. No ↵Teravus Ovares1-0/+125
visible features.
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-0/+8
not the attachment.
2008-05-05* Refactor: Break out permissions code into a separate region PermissionsModuleJustin Clarke Casey1-1/+1
2008-05-03* For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares1-1/+55
does not regenerate until you're dead!
2008-05-02* More refactorings of UDPServer.Adam Frisby1-1/+1
* Removed all references where possible. * Renamed lots of variables from UDPServerXYZ to clientServerXYZ
2008-05-01* Rolled back a few changes.Adam Frisby1-748/+754
2008-05-01* Spring cleaning on Region.Environment. Adam Frisby1-754/+748
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-0/+10
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-27Minor svn, formatting cleanup.Jeff Ames1-4/+0