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* mass update of urls in source code to new websiteSean Dague2007-09-109-9/+9
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* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-104-12/+12
| | | | | | | | So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
* added avatar updates for physics movement -- fixes gravity & avatar ↵dan miller2007-09-092-4/+16
| | | | collision (ODE)
* Little green men (aka dots on minimap). Thanks to bushing for Dalien Talbot2007-09-091-0/+38
| | | | | | pointing out that it is done by CoarseLocationUpdatePacket.
* ODE: added support for Phantom flag. Presently you need to add 1024 to ↵dan miller2007-09-092-14/+18
| | | | ObjectFlags by hand
* Partial fix for the "avatars permanently facing east" - now the rotationDalien Talbot2007-09-081-2/+7
| | | | | | | | is set correctly, but only with the movement of the avatar. The in-place rotation updates need a little bit of more thought, and will be in a separate commit.
* Added region console command "edit-scale". To use first use change-region to ↵MW2007-09-082-0/+29
| | | | set the active region as the one you want. Then use "edit-scale <primitivename> <xvalue> <yvalue> <zvalue>" so a example is "edit-scale myprimitive 30.0 25.0 35.0" [ Note the primitive name can't have spaces in it. Also if there is more than one primitive with that name in the region, then it will edit the first one it finds. Also it currently doesn't search through the sub primitives of linked groups. So the primitive needs to be either a single primitive object or the root prim of a group. ]
* Cut down on the number of compile warnings. Now down to 5: 4 are related to ↵MW2007-09-081-1/+6
| | | | unused events on IClientAPI and 1 is a unused variable in LSL_BuiltIn_Commands (which I'll leave to Tedd, as he will know if it will be used in the future or not).
* Converted the LSL scripting engine into a IRegionModule, so now all ↵MW2007-09-083-5/+20
| | | | | | | | | "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back). Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
* added experimental method of trying to relieve missing prim problem (by ↵MW2007-09-064-13/+123
| | | | adding a limit of the number of prim update packets sent in each update loop).
* fixed mantis bug 375 (copy broken with physics/ODE enabled)dan miller2007-09-062-1/+12
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* Added "force-update" console command (when a region is set as active), which ↵MW2007-09-051-0/+11
| | | | forces the region to send updates of all the prims to all clients. Not sure how well this is going to work with a few users on at the same time, but it might work as a temporary hack to relieve the problem of missing prims.
* Just trying to get more debug info from a exception that has been reported.MW2007-09-041-1/+1
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* Added partial help info when calling "help" command with a region set.MW2007-09-041-0/+10
| | | | | Added AddDynamicTextureData() to DynamicTextureModule, so that a script (or another module even) can create a dynamic texture by passing a string with the data in, rather than a url. This could be used for anything from a script passing a basic text string (and having it rendered to a texture) or the script building its own html document.
* Removed the exit-region command, now use "change-region root" or ↵MW2007-09-041-0/+11
| | | | "change-region .." to change back to root level. [Would be nice if the command prompt changed to show what the current region was, but think that will need changes to the console code so for now it will have to stay as it is].
* Added "show modules" command that if at root level will display a list of ↵MW2007-09-041-3/+50
| | | | | | | loaded "shared modules" (modules instances that are shared by multiple regions) or if a region is set then will display the list of local modules loaded in that region. Can now use "show users" when a region is set, to have a list of users in just that region displayed.
* Fixed it so change-region works with region names that have spaces in them. MW2007-09-041-1/+1
| | | | | Fixed it so that change-region gives some feedback to show if its worked (found the region) or not.
* Some work on Module loading/management.MW2007-09-042-76/+114
| | | | | | | | Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
* Added a Debug method to the Console/log class that has the Conditional ↵MW2007-08-311-1/+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.
* few small changes (all work in progress).MW2007-08-291-2/+1
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* Fixed the problem of prims not being loaded from the database (that my last ↵MW2007-08-291-2/+8
| | | | commit created).
* Various small changes (some likely to be removed again soon)MW2007-08-294-4/+15
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* Attempt to cut down how often objects are backed up to the database.MW2007-08-292-3/+15
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-286-6/+6
| | | | should equal project and directory.
* Taken the old scripting engine out of Region.Environment and moved it into a ↵MW2007-08-2834-3083/+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.)
* Start of trying to make Region/Scene more modular. MW2007-08-286-103/+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.
* Fixed the bug that sent a region port as the CAPS url, instead of sending ↵MW2007-08-271-1/+6
| | | | the httpListener port.
* Deleted a few old files that are no longer used.MW2007-08-276-1058/+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.
* Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW2007-08-274-1/+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.
* Another small tweak to image sending.MW2007-08-273-1/+11
| | | | | Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
* Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW2007-08-262-28/+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)
* Hopefully fixed the bugs in primitives rotation editingMW2007-08-252-4/+7
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* updated to include saving of object flags.Sean Dague2007-08-251-9/+14
| | | | | | People will need to blow away their databases after this point.
* Fixed a problem where some prims didn't show up when you crossed or ↵MW2007-08-241-0/+3
| | | | teleported into another region.
* Had "using OpenSim.Physics.Manager;" defined twice in SceneObjectGroup.cs, ↵MW2007-08-241-1/+0
| | | | so removed one of them.
* Hopefully fixed mantis bug #318 (exception when a prim moves across a ↵MW2007-08-241-1/+20
| | | | border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-243-9/+34
| | | | than moved into there.
* Updated sqlite3.dll to version 3.4.2MW2007-08-242-0/+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.
* Added RemovePrim method to the physics plugins interface.MW2007-08-233-12/+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.
* Implemented Resize Method in OdePrim.MW2007-08-232-5/+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].
* Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW2007-08-233-11/+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.
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-232-0/+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.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-225-2/+61
| | | | script in a primitive is deleted.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-1/+1
| | | | fired likewise. Bugfixes coming in next commit.
* Added Scene.GetSceneObjectPart(uint localID)MW2007-08-221-0/+17
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* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-222-20/+20
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-222-4/+4
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* added ParentPartID to TaskInventoryItem class to make it easier to store ↵MW2007-08-221-4/+4
| | | | them in database.
* Fixed typo.MW2007-08-223-4/+4
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* Added forgotten file.MW2007-08-222-5/+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.