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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
2007-12-28* Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2-39/+88
inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-28Add missing "System." to System.NullReferenceExceptionCharles Krinke1-1/+1
so Linux build works again.
2007-12-27* Optimized usingslbsa7119-793/+816
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-27* Fixed MonoSQLite Update Table routineTeravus Ovares1-2/+2
* Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
2007-12-27* AssetServerBase: _ProcessRequest is now called GetAssetlbsa712-5/+4
* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
2007-12-27* Fixed the matching logic error on the LLQuat to axiom quat :PTeravus Ovares1-1/+1
2007-12-27* fixed a logic error in the receiving end of the prim load for the sit targetTeravus Ovares1-2/+5
2007-12-27* Added Sit Target persistence over sim restarts for mySQL and MonoSQLite.Teravus Ovares1-0/+27
* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE * The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated. * MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
2007-12-27* Added slightly better object sit handlingTeravus Ovares2-14/+130
* Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
2007-12-27Prim inventory persistence phase 1: Creation of preliminary table in sqlite.Justin Clarke Casey1-15/+11
No user functionality yet. This code is not turned on, so there is no possibility of disruption to existing databases.
2007-12-26* Play the 'landing' animation when landing and minimize the collision ↵Teravus Ovares1-1/+2
protection offset so the animations match up.
2007-12-26If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey3-5/+15
after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
2007-12-26* This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares1-11/+11
movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
2007-12-26* Patch by Melanie to fix CreateSelectedTeravus Ovares1-1/+7
2007-12-26* Removed a debug message I left in thereTeravus Ovares1-1/+7
* Added a few more comments.
2007-12-26* Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares1-2/+51
button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-25Small non-functional inventory changesJustin Clarke Casey1-32/+78
2007-12-24Prim inventory script saving phase 1. Create necessary CAPS structures for ↵Justin Clarke Casey2-2/+44
correctly accepting prim inventory script updates. No user functionality yet. Refactoring to follow.
2007-12-24Again, great thanks to Alondria for:Charles Krinke2-2/+33
Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(), llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(), llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(), llWater(), llGetLocalRot(), and llGetAccel()
2007-12-24Added regionName to "far away" region report.Charles Krinke1-1/+2
2007-12-23* Patch from Alondria - Added LLFunctions llGetMass(), llGetLandOwnerAt(), ↵Teravus Ovares2-1/+33
llGetVel(), llGround()
2007-12-22Thank you, Alondria for:Charles Krinke1-2/+2
Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
2007-12-22Make copying of scripts into prim inventories more reliable on the first ↵Justin Clarke Casey1-26/+17
attempt when the asset server is lagging by formalising the de facto polling. This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
2007-12-22minor refactorJustin Clarke Casey1-1/+3
2007-12-22Put in some race revealing warning messages triggered when a user rezzes a ↵Justin Clarke Casey1-0/+30
script to prim inventory
2007-12-22* Added smoother handling of interpenetrating physical objects.Teravus Ovares1-0/+1
* Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity
2007-12-22Initial hookup of update task inventory event. No functionality yet.Justin Clarke Casey2-3/+54
2007-12-21* Remapped the Connection shutdown path.Teravus Ovares1-3/+3
* This fixes a *bunch* of Mantis bugs related to the following * -- Neighbouring simulators not appearing after relog * -- Login to simulator only to be logged off by simulator. * -- ThreadAbort * -- Unable to shutdown circuitCode: x
2007-12-21* Fix for Mantis: 0000224Teravus Ovares1-1/+7
2007-12-20*Ban lines now work if they are enabled grid wide.mingchen2-2/+12
*Restricted lines just give you a friendly warning for now
2007-12-20* Cleaned up some code from an earlier commitTeravus Ovares1-13/+1
2007-12-20* Added a configuration parameter on the Grid Server to disallow forceful ↵Teravus Ovares2-2/+32
banlists. * Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
2007-12-20Added patch from Johan. First attempt to solve the LibSL.Packet GC problem. ↵Jeff Ames4-22/+19
Works with LibSL rev>1532
2007-12-20*Added event called after any movement is handled (OnClientMovement) - will ↵mingchen2-0/+14
be used for parcel banning goodness
2007-12-20*Made a much more network friendly method of ban and pass line sendingmingchen3-3/+50
*Added an event that is triggered when an agent enters a new parcel
2007-12-19Misc. cleanup:Jeff Ames2-15/+25
* added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers
2007-12-19*Added Ban Lines around parcels for banned avatars, but there is no actual ↵mingchen1-1/+1
blocking done yet. *Made the OnSignificantClientMovement distance from .02 to .45 to make it easier on the server.
2007-12-18* Added Incomplete Handling of the RegionInfoRequest packet Teravus Ovares2-3/+8
* Added Incomplete Handling of the EstateCovenantRequest packet * Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method * Fixed a race condition with avatar animations
2007-12-18* Removed redundant code in RestService.csAdam Frisby1-3/+0
* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored. * Removed unused variable m_newAvatar * Removed several unused try{}catch(Exception e){}'s. * Added null assignment in simpleapp to prevent warning.
2007-12-18* Renamed AgentWearable to AvatarWearablelbsa711-1/+1
* Made Terrain texture temp (it's re-created on every run)
2007-12-18* Fixed a potential race condition with adding Caps handlersTeravus Ovares1-1/+9
2007-12-18* Added a Verbose and Debug error to border crossing so that this can be ↵Teravus Ovares1-1/+9
diagnosed further.
2007-12-18* Fix for mantis 0000040 After client logout remote host closed connection ↵Teravus Ovares2-0/+7
on Simulator makes sim unuseable->'Closed Connection Called' * I've fundamentally changed a few things, so this is experimental * The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might. * Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
2007-12-17* Turned all instances of ForEach loops in ClientManager into Local Arrays. Teravus Ovares1-0/+1
* Added Locking while the Copy is taking place. * Added an error message to describe what's actually happening.
2007-12-17Thank you to Kiryu for a patch to fix an out of SyncCharles Krinke6-30/+112
error in Scene. Affects 6 files and is Mantis#201
2007-12-17*Land has now been linked to the StorageManager. Next step is to fill in the ↵mingchen1-1/+25
functions for the different datastore interfaces for Land Objects.
2007-12-17Again, thanks to Alondria for:Charles Krinke2-7/+41
Added: LinkNum to SceneObjectPart Added: Bunch-o settings of LinkNum in SceneObjectGroup Added: llGetNumberOfPrims() Added: llGetLinkNumber() Added: llGetLinkKey() Added: llGetLinkName() (and change to string return type)
2007-12-16*Adding and Removing Avatars from the Access/Ban List for a parcel now ↵mingchen1-0/+2
works, but the actual ban lines, etc are not done.
2007-12-15* Beating on the head that is terrain editing.Teravus Ovares1-1/+1
* SelectAABB + Radio Button Action + 'brush size' + Apply works now. * There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.