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2008-01-15* Added some comments to the linkset positioning codeTeravus Ovares1-4/+20
2008-01-15* Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares1-0/+6
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares4-39/+33
* 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)
2008-01-15* Mother of all commits:Adam Frisby8-21/+21
* 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.
2008-01-14* First pass at collidable linksetsTeravus Ovares3-40/+151
* 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.
2008-01-14Remove unused SOG constructorJustin Clarke Casey1-8/+0
2008-01-13* Fixed an overflow in the land managerTeravus Ovares1-2/+2
* Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
2008-01-12*removed a goofy debug line left inTeravus Ovares1-4/+1
2008-01-12* Added some of the finer control points to POS such asTeravus Ovares1-0/+5
** jumping ** crouching ** landing on prim
2008-01-12* Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares2-3/+4
Linden insisted that Havok was running at 45fps internally. * Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
2008-01-12* For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap ↵Adam Frisby1-0/+9
method.
2008-01-11Fix some warnings under mono.Jeff Ames1-1/+1
2008-01-11* Do database implementation for prim inventory items in mysqlJustin Clarke Casey1-0/+7
* Properly clean up items when a region object is deleted * Update persisted prim when an inventory script is changed * No user functionality yet
2008-01-11Switch prim items type representation to use int rather than strings.Justin Clarke Casey2-14/+9
2008-01-10Fix r2959 - last letter was being sliced off region prim renamesJustin Clarke Casey1-2/+2
2008-01-09Prim inventory script saving phase 2.Justin Clarke Casey6-57/+241
* It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
2008-01-08make Stopped a property of the SceneObjectPart instead of in theSean Dague1-0/+13
database code, so this is a shared concept.
2008-01-07Minor prim inventory method refactoringJustin Clarke Casey2-36/+21
2008-01-07Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey3-6/+36
is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
2008-01-07Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2-7/+2
2008-01-07Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey3-47/+65
2008-01-07Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2-26/+27
not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey7-23/+104
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-06Factor out inventory code in SceneObjectGroup into seperate class. Justin Clarke Casey2-96/+137
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
2008-01-06Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2-205/+245
2008-01-06Factor out TaskInventoryItemJustin Clarke Casey2-74/+6
2008-01-06Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey2-27/+87
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.
2008-01-05Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey1-3/+10
persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
2008-01-05* Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares1-1/+4
are most definitely handled. * My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
2008-01-05* Re-enabling parcel prim count updates, as it doesn't cause errors on the ↵Teravus Ovares1-2/+2
console and border crossing problems anymore
2008-01-04* Fixed situation where sometimes your avatar tries to land and gets 'put' ↵Teravus Ovares1-1/+8
80 meters into the air immediately.
2008-01-04* Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares2-24/+72
card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
2008-01-03* Added removal of TextureSenders and UserTextureDownloadService on agent ↵lbsa711-3/+3
leaving region.
2008-01-03Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey1-0/+1
2008-01-03I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson4-5/+5
code. Let me know by IRC if there are other problems
2008-01-02Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey1-7/+15
2008-01-02* Added the ability for Region Owners to add and remove estate managers ↵Teravus Ovares1-2/+2
using the estate tools. * Estate managers get abilities like the region owner for now. * Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet) * Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
2008-01-02* Did a bit of estate work. Added some fields to EstateSettings.xml for ↵Teravus Ovares1-1/+8
estate managers. * You can put UUIDs in those fields to give other users some ability to help manage a sim you own. * Also started decoding the EstateOwnerMessage packet convolutions.
2008-01-01* You can add and remove a friend in standalone now within the same ↵Teravus Ovares2-0/+77
simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
2007-12-30* re-applied AddNewPrim refactoring... third time now...lbsa711-36/+34
2007-12-30* Patch from Alondria that re-fixes llSetColorTeravus Ovares1-20/+20
2007-12-30* This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares5-54/+47
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
2007-12-29* Extracted out old RezObject method placing at absolute pos without the ↵lbsa711-0/+5
raytracing * Ignored some bins
2007-12-28* Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2-3/+2
and description. Thanks Melanie.
2007-12-28* applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares1-2/+2
2007-12-28* Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2-3/+21
above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
2007-12-28* Made a copy of parts before updating to avoid dictionary updated ↵lbsa712-4/+10
exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
2007-12-28* redid the AddNewPrim refactoring as that got lost in r2855lbsa711-35/+34
2007-12-28Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson4-45/+53
packets are now recycled to improve performance and memory usage.
2007-12-28* Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa711-32/+33
scheme won't hold for serialization * Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing