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2007-08-31Added a Debug method to the Console/log class that has the Conditional ↵MW1-1/+1
attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives]. A few other minor changes.
2007-08-29few small changes (all work in progress).MW1-2/+1
2007-08-29Fixed the problem of prims not being loaded from the database (that my last ↵MW1-2/+8
commit created).
2007-08-29Various small changes (some likely to be removed again soon)MW4-4/+15
2007-08-29Attempt to cut down how often objects are backed up to the database.MW2-3/+15
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW6-6/+6
should equal project and directory.
2007-08-28Taken the old scripting engine out of Region.Environment and moved it into a ↵MW34-3083/+0
separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
2007-08-28Start of trying to make Region/Scene more modular. MW6-103/+75
Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
2007-08-27Fixed the bug that sent a region port as the CAPS url, instead of sending ↵MW1-1/+6
the httpListener port.
2007-08-27Deleted a few old files that are no longer used.MW6-1058/+4
Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server. Deleted Framework.manager as I am sure this is no longer in use.
2007-08-27Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW4-1/+10
multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit.
2007-08-27Another small tweak to image sending.MW3-1/+11
Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
2007-08-26Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW2-28/+31
the assetcache and asset server). Attempt to fix bug # 326. (crashing when using save-xml and hollow prims) Attempt to fix bug # 328 (limit of 50 items in a folder)
2007-08-25Hopefully fixed the bugs in primitives rotation editingMW2-4/+7
2007-08-25updated to include saving of object flags.Sean Dague1-9/+14
People will need to blow away their databases after this point.
2007-08-24Fixed a problem where some prims didn't show up when you crossed or ↵MW1-0/+3
teleported into another region.
2007-08-24Had "using OpenSim.Physics.Manager;" defined twice in SceneObjectGroup.cs, ↵MW1-1/+0
so removed one of them.
2007-08-24Hopefully fixed mantis bug #318 (exception when a prim moves across a ↵MW1-1/+20
border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
2007-08-24Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW3-9/+34
than moved into there.
2007-08-24Updated sqlite3.dll to version 3.4.2MW2-0/+9
Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
2007-08-23Added RemovePrim method to the physics plugins interface.MW3-12/+27
Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23Implemented Resize Method in OdePrim.MW2-5/+24
attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
2007-08-23Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW3-11/+23
this is set when registering the prims with the physics engine. Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.) As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
2007-08-23Added danx0r's physics patch, although for now have disabled the lines in ↵MW2-0/+13
Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
2007-08-22Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW5-2/+61
script in a primitive is deleted.
2007-08-22(Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen1-1/+1
fired likewise. Bugfixes coming in next commit.
2007-08-22Added Scene.GetSceneObjectPart(uint localID)MW1-0/+17
2007-08-22Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2-20/+20
can get ref to the SceneObjectPart/ IScriptHost.
2007-08-22A little bit of cleaning up.MW2-4/+4
2007-08-22added ParentPartID to TaskInventoryItem class to make it easier to store ↵MW1-4/+4
them in database.
2007-08-22Fixed typo.MW3-4/+4
2007-08-22Added forgotten file.MW2-5/+5
Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
2007-08-22Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW4-57/+191
scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
2007-08-21Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW4-2/+63
subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
2007-08-21Hopefully fixed the problem of users avatars not always showing up when ↵MW2-6/+19
either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
2007-08-21Old group is now deleted from datastore when you link groups/prims, so that ↵MW2-3/+2
the new group can be stored correctly.
2007-08-21Think linking prims should now work correctly (if its not then please ↵MW1-1/+2
someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
2007-08-21A bit more work on prim building related code. Think most of the building ↵MW2-8/+7
tools are now connected up and its now just a case of doing some bug fixing.
2007-08-21Shift and Drag copying should now work correctly. [This was one of those ↵MW4-17/+57
stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it) Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right. Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
2007-08-21Can now turn on/off server side permission checking (on prim editing etc) ↵MW3-262/+330
from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
2007-08-20Added Property to SceneObjectGroup to allow the UUID of the region it is in ↵MW1-0/+10
to be read.
2007-08-20The regionUUID is now being passed to the datastore calls.MW4-7/+31
2007-08-20Instant Messages between users in the same region should actually now work.MW3-12/+11
2007-08-19small clean up.MW2-0/+16
2007-08-19Sqlite datastore should now save the textures and extraparams data (used by ↵MW5-20/+221
sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already]. Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think). Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups). Some preliminary work on task inventory (ie object's/prim's inventory). Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work). Added a few more method to IClientAPI. Sure there is something I'm forgeting.
2007-08-18When teleporting to distant region, you can now go to the point you want to ↵Brian McBee1-1/+2
go to, instead of the default 128,128
2007-08-17Pimped up Default.lsl. Now featuring a touch counter.Tedd Hansen3-1/+5
Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
2007-08-16* Now sending manager, host and root host to Script in constructor.lbsa718-1/+33
* Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions
2007-08-16Had to rename Rotation in SceneObjectGroup to GroupRotation to stop conflict ↵MW2-4/+4
with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new). When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.
2007-08-16* Introduced IScriptHost as an interface to fetching object data from scripts.lbsa7112-61/+108
* This meant introducing AbsolutePosition on all objects (since SimChat wants that)