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* * Split the World Map code into a module.Teravus Ovares2008-06-122-3/+4
| | | | | * Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* * minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey2008-06-121-1/+3
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* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-125-52/+41
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-2/+2
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* * Insulate maptile volume draw routine against TextureEntry oddities.Teravus Ovares2008-06-121-14/+28
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* * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵Teravus Ovares2008-06-121-1/+143
| | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
* For people receiving: Exception: System.ArgumentException: Value of ↵Teravus Ovares2008-06-111-8/+41
| | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing...
* * Fix the string substitutions in the last commitJustin Clarke Casey2008-06-111-1/+1
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* * From inspecting OSGrid WP logs, it appears one particular client is ↵Justin Clarke Casey2008-06-111-3/+14
| | | | | | | | failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent() * If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-101-33/+11
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* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-103-50/+76
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-091-1/+2
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* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-081-106/+193
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* Added a "if(entity != null)" before the call to Charles Krinke2008-06-081-1/+3
| | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-071-1/+0
| | | | reference not set to an instance of object' exception
* *Fixing another object counting bugmingchen2008-06-072-4/+4
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* *Made Object Counting correct with linked objects and turned the previously ↵mingchen2008-06-062-14/+18
| | | | protected functions that only return object counts to public so it can be easily used by outside classes.
* * Added Light control from script in LLSetPrimitiveParams.Teravus Ovares2008-06-061-0/+16
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* * How tall are you? Certainly not 127 meters!Teravus Ovares2008-06-061-2/+9
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* * true and not true or - not true and not true and.Teravus Ovares2008-06-061-1/+1
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* * This limits avatar to the heightfield height if they teleport or cross a ↵Teravus Ovares2008-06-061-1/+6
| | | | border to a position below it. After teleporting, you can go under the terrain if you like as usual.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-064-27/+128
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Fixes scale property with regards to the physics engine.Teravus Ovares2008-06-061-0/+12
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* Minor formatting cleanup.Jeff Ames2008-06-061-1/+1
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* * This sends collision events to the script engine. Teravus Ovares2008-06-052-13/+211
| | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
* * Don't create ghost prim when rezzing objects from inventoryTeravus Ovares2008-06-051-1/+2
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* Mantis#1446. Thank you kindly, Grumly57 for a patchCharles Krinke2008-06-041-0/+22
| | | | | that solves "trees are too small when rezzed"
* Mantis#1439. Thank you kindly, Melanie for a patch thatCharles Krinke2008-06-044-1/+53
| | | | | plumbs in the events for on_rez.
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-044-11/+11
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* * minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey2008-06-031-3/+3
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* * Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey2008-06-031-8/+1
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* * Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey2008-06-031-9/+3
| | | | | | * May help with mantis 1434 though I doubt it
* * Fixes a bug saving the current sun phase to the estate_settings file.Teravus Ovares2008-06-021-0/+15
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* Mantis#1428. Thank you kindly, fdg for a patch that solves:Charles Krinke2008-05-311-0/+5
| | | | | | | | When you copy an item in inventory and paste it, the name gets lost. Also when you use "Save as" in the Appearance Editing window the created item in inventory has always the name "New <item-type>", regardless of what you typed in as name.
* * Implements UserServer logoff in a few situationsTeravus Ovares2008-05-313-2/+46
| | | | | | | * User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there. * From the UserServer, admin types 'logoff-user firstname lastname message'. * Some regions may not get the message because they're not updated yet.
* * Refactor: Change multiple requests for a module interface to use a stored ↵Justin Clarke Casey2008-05-301-16/+12
| | | | reference instead.
* * Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey2008-05-302-249/+19
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* while investigating why IRCBridgeModule.Close() was having no effect, iDr Scofield2008-05-302-1/+23
| | | | | | | | | | | | | | | | | | | noticed that Scene.Close() will only call Close on non-shared region modules. i've now added code to SceneManager.Close() to collect all shared region module from each scene before calling Scene.Close() on it and then, once, all Scenes are closed, go through the list of collected shared region modules and close them as well. SceneManager.Close() is only called when we initiate a shutdown --- i've verified that a Scene restart does not trigger the shutdown of shared modules :-) also, this adds a couple of bug fixes to the IRCBridgeModule (which after all didn't take kindly to being closed) as well as a check to InterregionModule's Close() call. finally, this fixes the RestPlugin's XmlWriter so that it no longer includes the "xsd=..." and "xsi=..." junk.
* * Fixed a dangling event hook that I added.Teravus Ovares2008-05-302-0/+49
| | | | | * Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-301-1/+1
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* Mantis#1416. Thank you very much, Melanie for a patch that:Charles Krinke2008-05-291-0/+12
| | | | | Createa a method to find out if a prim inventory contains scripts
* * Ruling out another potential cause of zombie-ismTeravus Ovares2008-05-291-0/+2
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* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-292-2/+17
| | | | | | * Added 'detected around: value' when a x.Y detect occurs to help debug. * Fixed object text is too long to store to the database (wikilith)
* Mantis#1411. Thank you kindly for Dataserver.cs and a patchCharles Krinke2008-05-292-0/+10
| | | | | | that adds function stub to request region info by name and adds llRequestSimulatorData() and the dataserver event
* * Added a child agent check to the ChildAgentData Update to make sure that ↵Teravus Ovares2008-05-291-1/+5
| | | | you're a child agent before applying the changes from the grid comms. Doing this to rule it out as a source of a few bugs such as the Zombie bug and the Express Train to 0,0,0 bug.
* *Added a Few External Checks relating to scripts including the seperation of ↵mingchen2008-05-284-9/+107
| | | | runscript into 3 different situations (Rez, start stop)
* * Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey2008-05-281-3/+3
| | | | | | | | tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
* Mantis#1406. Thank you kindly, Xantor for a patch that:Charles Krinke2008-05-281-1/+15
| | | | | | | | | llLoopSound sends out one packet to clients in view, so it doesn't work anymore when clients enter later on, or the prim is modified in any way. Solution: Stored sound data on prim, send full update instead. llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object inventory sound names. llStopSound clears prim data and sends full update.
* Formatting cleanup.Jeff Ames2008-05-286-61/+59
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* Thank you kindly, Melanie for a patch that:Charles Krinke2008-05-281-0/+2
| | | | | When renaming items in task inventory, they become useless. Fix attached