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* Rezzing multiple copies of a inventory prim should now work.MW2007-12-012-0/+12
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* attempt to fix sitting-related bugs #3 and #67Jeff Ames2007-12-011-14/+17
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* Due to popular demand, a rezzed prim should no longer delete the original ↵MW2007-12-011-2/+2
| | | | inventory item. (hasn't been tested to make sure no conflicts happen if that new rezzed object is then taken back into inventory but don't think there will be any)
* Attempted fix for mantis issue# 66MW2007-12-011-2/+11
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* the fix, so that trunk works againMW2007-12-011-5/+0
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* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-012-22/+28
| | | | | | | | | | | a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
* *Refactored the initial raytracer so it doesn't use the Parent reference.Teravus Ovares2007-11-303-23/+48
| | | | | *Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
* small change to OnSceneGroupMove event (in SceneEvents.cs)MW2007-11-302-10/+14
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* * Refactored away permissions and physics flag duplicationslbsa712007-11-301-31/+5
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* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-305-48/+66
| | | | | * Various code convention compliance
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-302-9/+93
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* * Temporary fix for 'User already online' issue in standalone mode.Teravus Ovares2007-11-302-1/+12
| | | | | * Revert this once we get a working logoff.
* * Fixed neighbour range buglbsa712007-11-298-56/+55
| | | | | * Various refactorings
* * Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ↵Teravus Ovares2007-11-291-6/+13
| | | | that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
* * Added a 50 second restart notify timer that gets reset when new regions ↵Teravus Ovares2007-11-292-28/+32
| | | | come up to give servers that host a lot of sims a long time to start listening.
* * minor refactoringslbsa712007-11-292-7/+7
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* * Locking on local scope variable does not make sense - every thread will ↵lbsa712007-11-291-28/+22
| | | | | | | | have its own * Locking on value, then changing it does not make sense - lock will happen on old reference * Taking a local copy of the shared resource then locking on the copy does not make sense - lock will happen on copy
* Changed to doing only 1 request to the grid server from main map. Hopefully ↵Brian McBee2007-11-291-9/+1
| | | | we are not requesting too much in one gulp.
* * Fixed about 7 issues with restarting sims and resolved interRegion comms ↵Teravus Ovares2007-11-292-31/+85
| | | | | | | issues. This includes the issue that MW described this morning. There's a lot of little nit picky changes that make a world of difference.
* Moved the m_sceneGridService.RegisterRegion(RegionInfo); call out of ↵MW2007-11-281-29/+22
| | | | | | | LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications). Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
* * Disambiguation in the 'sim is restarting message' that tells you 'which' ↵Teravus Ovares2007-11-281-2/+2
| | | | sim is restarting in the area.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-284-10/+80
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* Fixed bug, where the clients in a region weren't told to kill a user's ↵MW2007-11-272-0/+12
| | | | avatar when that user teleported to a different region.
* Fixed an event in the events chain in inter-region communications.Teravus Ovares2007-11-273-20/+90
| | | | | As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
* MainMap workaround. Map still does not fill in automatically, but one click ↵Brian McBee2007-11-261-1/+9
| | | | on map should return a decent portion of it.
* * Disabled primitive count updates on Parcels for the moment, until we can ↵Adam Frisby2007-11-261-0/+4
| | | | move parcels into a module.
* * Restarting regions with the estate tools works in sandbox mode. I'm still ↵Teravus Ovares2007-11-264-22/+77
| | | | working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
* Added Region name to the terrain texture description that gets sent to the ↵Brian McBee2007-11-251-0/+2
| | | | asset server
* Rez new prims ON the ground, not halfway buried. Mantis 33.Brian McBee2007-11-251-4/+10
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* * Added the ability to restart your individual sims from within them using ↵Teravus Ovares2007-11-254-4/+201
| | | | | | | the estate tools. * The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
* Ignore nullreferenceexception in removeclient. The avatar is already gone.Brian McBee2007-11-251-0/+5
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* * Removed references to "new LLUUID()", replaced with LLUUID.Zero.Adam Frisby2007-11-241-1/+1
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* * Changed reference to NullReferenceException to ↵Teravus Ovares2007-11-241-1/+1
| | | | System.NullReferenceException for Linux
* Test storing terrain texture to grid assetserver on startup. Needed for main ↵Brian McBee2007-11-241-1/+14
| | | | map functionality.
* * Added a way for the Region master user to kick individual users from their ↵Teravus Ovares2007-11-242-16/+66
| | | | | | | sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off. * Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
* * Hanling RequestGodlikePowers. On Request.. sends the sim owner's client ↵Teravus Ovares2007-11-242-0/+51
| | | | the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
* * Added a nice 'The Region is going down.' message to the user when the sim ↵Teravus Ovares2007-11-243-2/+17
| | | | owner issues 'shutdown' on the console.
* *Fixed bug causing parcel prim counts to stop updating.mingchen2007-11-231-0/+13
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* *Fixed bug that resulted in most land settings being sent to the client. ↵mingchen2007-11-231-1/+1
| | | | Media settings/parcel name are now correctly sent.
* * added some functions for use in raytracing. They're kind of crappy now, ↵Teravus Ovares2007-11-236-0/+224
| | | | | | | so they only display 'guesses' on the console when you rez a prim. * any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
* * Added code to capture the draw distance setting from the client.Teravus Ovares2007-11-222-11/+107
| | | | | * Added a support function to InnerScene to calculate the distance between two vectors.
* Fixed bug that can lead to infinitive loopsMW2007-11-211-0/+6
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* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-213-5/+42
| | | | | * Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
* fix for mantis #2 from Justin Casey (IBM)Sean Dague2007-11-202-3/+12
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* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-205-40/+60
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Refactored IClientAPI.OutPacket to require a second mandatory parameter. ↵Teravus Ovares2007-11-183-4/+4
| | | | This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
* cleaned up some mono compiler warningsJeff Ames2007-11-182-5/+2
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* first stab at implementation of CopyInventoryItemJeff Ames2007-11-182-43/+85
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* * Found several cases where prim set physical were not subscribing to ↵Teravus Ovares2007-11-185-0/+26
| | | | physics events.
* Made the background (ie empty space) colour of the exported map image blue.MW2007-11-181-0/+2
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