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2007-11-14* Copied objects are now owned by the object copier (Next Owner) (however ↵Teravus Ovares4-12/+46
next owner permissions are not applied yet) * In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
2007-11-14* Possibly resolved the excess sim lag. Teravus Ovares1-1/+2
* Warning: Only try on Linux, Windows builds still have a terrain database problem.
2007-11-13* Added AvatarPicker in Standalone mode. Works for finding avatar to ban, ↵Teravus Ovares3-2/+46
manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D. * Grid mode always returns 0 results until the Grid Communications portion is done.
2007-11-13first pass on unlinking of objects. From Jay Clarke (IBM)Sean Dague4-12/+167
2007-11-13Added "remove-region <region name>" console command that "should" remove the ↵MW1-5/+0
named region/scene.
2007-11-13replaced exception when sitting and typing with rather amusing getting up ↵Jeff Ames1-0/+12
and sitting back down animation
2007-11-13Some work on cleanly removing Regions.MW3-26/+71
2007-11-13* Fixed the walk vs fall animation.Teravus Ovares1-5/+5
* Tweaked a few things
2007-11-13* Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares1-2/+16
* Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-13added IDs for all built-in animationsJeff Ames1-1/+1
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-1/+18
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-3/+43
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12enable typing animation for chat, maybeJeff Ames2-55/+90
2007-11-11Patch from Mathias Soeken (thanks Mathias!) to take care of the color Dalien Talbot2-1/+33
and alpha argument of the llSetText command.
2007-11-11Fixing null pointer exception from Mathias Soeken:Dalien Talbot1-2/+2
e.Scene is copied to locale variable scene and replaced when it is null, but in the LLVector3 constructor in the next line, e.Scene is used, so it can be null.
2007-11-11fixed chatting while sittingJeff Ames1-5/+9
2007-11-11* adds flag in OpenSim.ini for disabling physical prim. Look at ↵Teravus Ovares4-12/+16
OpenSim.ini.example in the bin folder for an example.
2007-11-09don't break if they haven't defined the Sun section of their configSean Dague1-2/+10
2007-11-09make Sun progression configurable for the Sim from OpenSim.iniSean Dague1-2/+3
2007-11-09* Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares1-4/+7
sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-08* Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2-0/+14
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08fixed non-ASCII chat and IMJeff Ames1-1/+1
2007-11-08converted hard-coded chat type values to ChatTypeEnumJeff Ames3-10/+11
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2-4/+29
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-07get rid of the debug line, that's just going to drive everyone nutsSean Dague1-1/+1
2007-11-07move Sun into a Region Module, pass 1. Currently this works fine withSean Dague3-3/+182
a fixed 30 minute day and the sun going East -> West again. It gets rid of super noon as well. It's a bit debug heavy right now, which I'll clean up tomorrow. I also plan to make time progression configurable in OpenSim.ini, but that will be tomorrow.
2007-11-07refactored some duplicate SceneObjectGroup searching code in SceneJeff Ames2-236/+98
2007-11-05* Substituted som 'GenericCall' with Action<>lbsa711-20/+24
* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client * Fixed SendOwnWearables to always operate on self, as that's what it does
2007-11-05Started to cleanup/close down childagent connections when a user teleports. ↵MW5-62/+112
As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages). hopefully fixed the echo bug in chatmodule.
2007-11-05* UpdateWearable should SendOurAppearancelbsa711-0/+2
* Ignored some bins
2007-11-05Thank you, Teravus for: Solution for 'after using physical prim with ↵Charles Krinke1-1/+5
MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
2007-11-05removed duplicated BOMsJeff Ames2-2/+2
2007-11-04Some more refactoringMW5-195/+254
2007-11-04normalized line endingsJeff Ames2-867/+867
2007-11-04Applying Teravus patch # 557. Some glue code for the updating of prim's ↵MW1-4/+34
velocity.
2007-11-04Added support for OpenSim application plugins (as requested by Adam), which ↵MW6-55/+59
use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management. A little bit more refactoring of Scene.
2007-11-03Fixes a bug with a ZERO Quaternion when creating a prim.darok1-4/+8
2007-11-03Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2-5/+90
it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
2007-11-03First part of Scene refactoring:MW6-756/+1069
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
2007-11-03tiny commit to prepare for the first proper part of Scene.cs refactoring. MW1-17/+13
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok4-16/+24
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-01* Diuerse beavtificatemslbsa717-73/+79
2007-11-01Thank you, Melanie for solving: When receiving an ObjectAdd packet, the ↵Charles Krinke3-8/+21
Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
2007-11-01Thank you Melanie for a patch to SceneObjectPart.cs so that on first ↵Charles Krinke1-2/+19
transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set.
2007-10-31fixed bug with user not getting land properties on loginJeff Ames3-6/+20
2007-10-31some small changesMW1-6/+7
2007-10-31fixed filenames in log messagesJeff Ames3-4/+4
2007-10-31made illogical bitwise operations logicalJeff Ames3-4/+4
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-4/+35
all three physics plugins.
2007-10-30Tevarus' patch for object flags & implemented Phantom editsdan miller5-5/+129