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* * Catch the occasional resolution exception that comes out of ↵Justin Clarke Casey2008-03-221-3/+20
| | | | SceneCommunicationService.EnableChildAgents so we can see what hostname is failing
* * Tell the user what the new terrain commands format is if they try to ↵Justin Clarke Casey2008-03-221-1/+4
| | | | | | | | execute a deprecated one * As per CharlieO's suggestion in #806. Thanks!
* * Committing some math to discover the Oriented Bounding Box and decomposing ↵Teravus Ovares2008-03-221-0/+113
| | | | | | | it into planes and normals. * No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
* Remove a couple more compiler warnings by commenting unused variables.Charles Krinke2008-03-211-2/+6
| | | | | This takes us down to 15 compiler warnings on a VS2005 C# build.
* * Updated ray tracing code. It's now good enough to use when the XYZ ↵Teravus Ovares2008-03-213-1/+40
| | | | | | | | | vector components of the scale have a difference of less then 4.5 meters. * When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart). * If we got a hit based on our camera, create the new prim at the edge of the prim we hit. * Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
* * Removed more encoding faults.Adam Frisby2008-03-211-3/+0
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* * Converted a large number of ASCII encodings to UTF8.Adam Frisby2008-03-211-1/+2
| | | | | | | * We should not be using ASCII anywhere except for legacy compatibility reasons. * A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT * This should fix Mantis#799 - Japanese Profile Text does not work.
* * First draft resolution of mantis 777, 734, 389 - scripts do not save in ↵Justin Clarke Casey2008-03-204-49/+85
| | | | | | | | | | | | non-home regions * Should work in multi-region standalone and grid modes * This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc) * We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master * Current limitation is that this will only work if your http_listener_port is 9000 * This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
* Another poxy patch which consists mainly of logging changes (some already ↵Justin Clarke Casey2008-03-201-2/+1
| | | | commented out) to find out what CAPS is doing
* Fix server crash when setting prims physical under basic physics.Jeff Ames2008-03-191-2/+6
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* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-192-9/+36
| | | | | | | * This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue * For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* * Fix for if 782: Locked prims may still be moved by click+drag.Teravus Ovares2008-03-191-1/+1
| | | | | * Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
* Fixed some comparisons of LLUUIDs to null.Jeff Ames2008-03-191-2/+2
| | | | | Thanks to DrSchofld for pointing this out.
* * Add a large amount of extra locking to m_parts in SceneObjectGroup Justin Clarke Casey2008-03-181-125/+235
| | | | | | | * Should help stop any InvalidOperationExceptions caused by concurrent read/write * The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
* * Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey2008-03-182-0/+14
| | | | is deleted from the region
* Formatting cleanup.Jeff Ames2008-03-182-126/+124
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* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-6/+6
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* Formatting cleanup.Jeff Ames2008-03-1823-611/+589
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* * DEV: Remove client's CAPS handlers object when they log outJustin Clarke Casey2008-03-171-1/+6
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* Fix a few mono compiler warnings. Minor cleanup.Jeff Ames2008-03-171-2/+2
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* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-172-2/+2
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-172-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* * Fixed prim creation in basic physics mode. ( BasicPhysics returns null ↵Teravus Ovares2008-03-161-3/+7
| | | | probably a lot more then it should? )
* Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should ↵MW2008-03-151-0/+1
| | | | | | | now show up. Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
* * Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey2008-03-141-12/+1
| | | | | | | | prim at a time. * Teaches me not to say stuff like 'this is now working'
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-142-2/+2
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-143-16/+43
| | | | | | | * Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-143-3/+27
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * You can leave godmode if you want now.Teravus Ovares2008-03-143-5/+16
| | | | | * Fixed a compile error.
* * Added null root part guardlbsa712008-03-144-22/+18
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* Attempt to fix mantis #741, could not replicate it myself. But the error ↵MW2008-03-141-130/+137
| | | | was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-142-1/+61
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-144-1/+10
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* * Put back a comment I just inexplicably zappedJustin Clarke Casey2008-03-131-1/+1
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* Just a few commentsJustin Clarke Casey2008-03-131-1/+5
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* * Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey2008-03-131-2/+4
| | | | delink prim updates is low priority
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-135-19/+55
| | | | | | | | | 'disappear') * Root cause was that if two updates occurred in the same second of time, the second one was never sent * Linking/delinking appears to be okay now
* * Fix mantis 757.Justin Clarke Casey2008-03-124-26/+32
| | | | | | | | * DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-122-31/+44
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* Applied patch from mantis #749, Grass now stays to set type when moved. ↵MW2008-03-121-2/+2
| | | | thanks Grumly57.
* ODEPluginTeravus Ovares2008-03-101-0/+16
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+8
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* Thank you kindly, Ldviopeng for:Charles Krinke2008-03-082-3/+21
| | | | | | | Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
* More spelling corrections in the spirit of r3771.Jeff Ames2008-03-072-9/+9
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* * Minor spelling corrections as per mantis 712Justin Clarke Casey2008-03-071-2/+2
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* * Temporary resolution for mantis #711Justin Clarke Casey2008-03-071-10/+19
| | | | | | | * Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception. * Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-065-131/+27
| | | | | | | * Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-052-6/+0
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* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-057-37/+37
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* * New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2008-03-052-2/+2
| | | | | | | | | | | reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.