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* * Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey2008-05-262-89/+90
| | | | protected internal on the basis that they shouldn't be manipulated by outsiders
* * Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey2008-05-262-41/+4
| | | | InnerScene
* * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2008-05-262-26/+40
| | | | match existing AddScenePresence
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-256-56/+53
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-254-0/+83
| | | | | | | however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
* Thank you very much, Melanie for a patch that:Charles Krinke2008-05-251-0/+6
| | | | | | | If the m_controllingClient member if a ScenePresence is null, that would cause a CTB. This patch fixes it.
* Thank you kindly, Tiffany for a patch that helps:Charles Krinke2008-05-252-6/+10
| | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-252-3/+39
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* * Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey2008-05-252-22/+30
| | | | | | | | | temporarily), since it appears we sometimes either don't receive or don't register deselect packets when prims are shift copied. * A better long term solution may be to address the problem of why we're not always seeing the deselects
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-254-40/+27
| | | | deleting and unlinking an object
* * Refactor: Collapse some multiple remove object pathsJustin Clarke Casey2008-05-243-55/+65
| | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects
* * Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey2008-05-242-26/+0
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* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-245-18/+19
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-245-17/+41
| | | | basis that they all take SOG parameters to improve code readability for now
* * Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey2008-05-242-10/+14
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* * Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey2008-05-241-2/+2
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* * Fixes endless loop in the Land Module when selecting any object.Teravus Ovares2008-05-242-75/+104
| | | | | * Fixes returning objects when the object owner hasn't been in the simulator since the simulator started up last.
* * Get the xml2 entities serialization representation in the archiver moduleJustin Clarke Casey2008-05-242-4/+4
| | | | | | | * Not yet reusing serialization module - this will happen in the future * No user functionality yet
* This enables return from the parcel object owner display.Teravus Ovares2008-05-242-22/+30
| | | | | There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
* * Implements selected object return.Teravus Ovares2008-05-241-85/+267
| | | | | * If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
* * an attempt to resolve the teleport + attachment = crashTeravus Ovares2008-05-241-4/+19
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* IRCBridgeModule (and ChatModule before the refactoring) didn't succeed in Dr Scofield2008-05-233-3/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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().
* *Refactor of the LandManagementModule that allows OpenSim to run without itmingchen2008-05-235-51/+100
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* i've refactored the ChatModule into two modules: ChatModule and IRCBridgeModule.Dr Scofield2008-05-232-18/+33
| | | | | | | | | | | | | ChatModule is now only doing in-world chat. IRCBridgeModule is only doing, well, bridging chat to/from IRC. Both modules are now using a new OnChatFromWorld event handler (which Scene.PacketHandler is feeding for chat from in-world instead of going via the Interface method). This refactoring will allow us to easily add other bridge modules (e.g., an XMPP bridge module). there is still a bug in IRCBridgeModule (inherited from the old ChatModule) where FindClientRegion does not really find the client region...
* Thank you kindly, Melanie, for:Charles Krinke2008-05-233-31/+48
| | | | | | | Nothing huge, but the new button code for producing a new script does well, but the script will not allow for name change once created. It reverts back to new script.
* Thank you kindly, Melanie, for a patch which:Charles Krinke2008-05-232-1/+12
| | | | | | | | | Previously, upload charging was possible only for UPD uploads. This is because UDP uploads are charged by the viewer, while in CAPS, this was changed to be server side, so hackers couldn't avoid paying the upload charge. This patch adds a method to allow implementation of this serverside charge.
* * minor: Remove unused variables causing warnings in SceneJustin Clarke Casey2008-05-221-7/+7
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* * Plug in stubbed out archiver moduleJustin Clarke Casey2008-05-222-8/+27
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* make VS compile Scene.csSean Dague2008-05-221-1/+1
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* don't trust appearance assetid, instead do an inventorySean Dague2008-05-222-7/+6
| | | | | | | lookup any time we get it from the server. This should preventent unwearable appearance.
* * Documentation for load/save xml methodsJustin Clarke Casey2008-05-221-1/+38
| | | | | | | | | | * Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves (our existing xml facilities). * This won't be ready for even rough testing for quite some time. * I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
* Fix for Mantis 1340. Thanks Melanie!Adam Johnson2008-05-221-1/+1
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* * Minor: Tidy ups and logging tweaks.Justin Clarke Casey2008-05-221-1/+2
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* * Refactor: Move enhancement of version string with operating system ↵Justin Clarke Casey2008-05-221-16/+1
| | | | | | | | information from Scene to OpenSimMain * This also means the operating system info will show up in the region console (and hence the logs)
* * Fix circular dependency from last checkin by passing version as a ↵Justin Clarke Casey2008-05-221-6/+6
| | | | | | | | parameter to Scene rather than referencing VersionInfo directly * Butt ugly solution
* * Send VersionInfo string instead of the hardcoded Scene string to the ↵Justin Clarke Casey2008-05-211-2/+5
| | | | | | | | | "About Second Life" box * This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available) * This dialog box takes an awful long time to come up on my local system - no idea why that is. However, that also seems to have been the case before this revision.
* * Going to the C# syntactic sugar way of handling the backup event delegates.Teravus Ovares2008-05-211-8/+2
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* * Sets backup bool volatile for extra protection against two backup ↵Teravus Ovares2008-05-211-1/+1
| | | | processes running.
* * This update causes the backup process to run in a separate thread.Teravus Ovares2008-05-216-37/+85
| | | | | | | | * Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy. * Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change) * You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete. * This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
* Clean out some crufty in AvatarFactoryModule Sean Dague2008-05-211-13/+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.
* this removes use of the mapper for wearables, and I can confirm thingsSean Dague2008-05-211-2/+1
| | | | | | | get saved to the database. There are still issues on wearing things after a cleared cache that I'm looking at now.
* * Fixed needing to alter your sculptie sometimes to get physics to generate ↵Teravus Ovares2008-05-211-1/+4
| | | | | | | a collision mesh for it. * Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
* move SceneEvents.cs to EventManager.cs, as that's actuallySean Dague2008-05-201-0/+0
| | | | | | the name of the contained class.
* From: Jeremy Bongio <jbongio@us.ibm.com>Sean Dague2008-05-204-18/+18
| | | | | | | | | | House cleaning ... Rather than using the variable name EntityList, the variable name EntitieList was being used. Here's a patch to fix it.
* Add copyright notices.Jeff Ames2008-05-201-1/+1
| | | | | Fix spelling typo (Thanks ChrisDown for pointing this out)
* fix crash in standalone mode for initial appearance setupSean Dague2008-05-192-6/+12
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* Thank you kindly, Melanie for a patch that avoids a nullCharles Krinke2008-05-191-1/+1
| | | | | | ref in inventory give and also now causes items to appear in the correct folders now, no longer in the root folder.
* i can haz pantz?Sean Dague2008-05-191-16/+15
| | | | | | | | | | | | | | You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
* Attempt to fix incorrect animations when using ODE (bugs #1320 / #1321)Jeff Ames2008-05-191-9/+16
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* Rework some of the animation logic in an attempt to resolve #1318Jeff Ames2008-05-191-38/+25
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