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* * refactor: move asynchronous scene object deletion to inventory queueing ↵Justin Clarke Casey2008-09-293-83/+165
| | | | out to a separate class
* ApplyImpulse now forwards impulse in both local and global modes.Dahlia Trimble2008-09-291-6/+3
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* * minor: remove warningsJustin Clarke Casey2008-09-291-3/+3
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* * reactor: move inventory archive classes into separate Inventory/Archiver ↵Justin Clarke Casey2008-09-292-4/+4
| | | | | | | | directory * This is not yet a real module (and is arguably not a region module anyway)
* * refactor: Rename InventoryModule to InventoryTransferModuleJustin Clarke Casey2008-09-293-5/+5
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* * Move existing inventory module into a 'Transfer' namespace, since that is ↵Justin Clarke Casey2008-09-291-1/+1
| | | | the functional it actually fulfills
* * check in missing files that caused the previous build breakJustin Clarke Casey2008-09-292-0/+487
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* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+8
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Mantis#296. Thank you kindly, Idb for a patch that resolves:Charles Krinke2008-09-282-0/+24
| | | | | | | | | Estate/ Manager Owner Uses the Region/Estate Menu Region TAB, and uses "Teleport Home All Users..." (Action Button), the action will complete but no one will be teleported and all users still function in the region ok.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-281-0/+8
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-2/+10
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Add some methods to allow modules so set client view optionsMelanie Thielker2008-09-281-0/+9
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* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-281-0/+8
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* - Further cleanupsHomer Horwitz2008-09-282-29/+57
| | | | | | | | | - Added TeleportFinish event to the event-queue. It works better than before (you can teleport), but it doesn't work quite right yet (you start TPing after the TP again). Beware: Still experimental and non-working.
* Refactor to avoid some duplicate code.Homer Horwitz2008-09-282-101/+63
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* Update svn properties. Minor formatting cleanup. Fix a compiler warning. ↵Jeff Ames2008-09-282-2/+2
| | | | Fix a UUID vs null comparison.
* eol-style native; on EventQueueHelperTeravus Ovares2008-09-281-146/+146
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* * okay.. Now you can do border crossings with the security 'fixed' ↵Teravus Ovares2008-09-283-87/+173
| | | | | | | | client.. with EventQueue enabled. * You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times. * But Don't try to teleport!
* * With EventQueueGet enabled.. we can see into neighbor regions again on ↵Teravus Ovares2008-09-272-14/+27
| | | | the Security 'fixed' client.. But don't try to cross yet!
* * Adds flag to enable/disable EventQueueGet.Teravus Ovares2008-09-272-11/+34
| | | | | | | | * If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal. * We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive * Updated OpenSim.ini.example * Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
* * Event queue is now polling.. Teravus Ovares2008-09-272-7/+67
| | | | | | * returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event. * Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
* Continue working on the new EventQueueGetModule. Not finished (or even working)Homer Horwitz2008-09-272-28/+162
| | | | | | | yet. This shouldn't break anything, but is work in progress, so be careful. Contains a new file; do your runprebuilds.
* * This is the very very early beginnings of an EventQueue:get module.Teravus Ovares2008-09-271-0/+164
| | | | | | | * This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message. * We have to figure out how to encode those binary values in the example code in the module... * Committing this so we have a start point. Will continue to work on this more today.
* And actually do what I intended to do with the last commit. Message is gone.Melanie Thielker2008-09-261-5/+5
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* Kill "Compile successful" message when rezzing prims/wearing attachmentsMelanie Thielker2008-09-261-2/+3
| | | | | | | Changes behavior to send on_rez event to prims when rezzed from agent inventory.
* Add "Notecard saved" message to saves of notecards into primsMelanie Thielker2008-09-261-0/+16
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* * Patch from JHurlimanTeravus Ovares2008-09-2615-98/+71
| | | | | | | | | * Updates to libomv r2243, * Remove lots of unnecessary typecasts * Improves SendWindData() Thanks jhurliman. * Will update OpenSim-libs in 10 minutes..
* * minor: remove warningsJustin Clarke Casey2008-09-263-12/+8
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* * refactor: do a tiny bit of cleanupJustin Clarke Casey2008-09-261-40/+46
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* * refactor: split out AssetXferUploaderJustin Clarke Casey2008-09-263-285/+312
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* * refactor: split out AgentAssetTransactionsManagerJustin Clarke Casey2008-09-262-192/+227
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* * Implment task inventory item asset update for the old non CAPS transaction ↵Justin Clarke Casey2008-09-264-36/+86
| | | | | | | | | | | system * This means that saving notecards in prim inventories should now work. * Not the nicest code in the world - the transactions system is pretty fugly right now * PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected. * What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
* * Wind updates. Still random.. but in 4 directions instead of two!Teravus Ovares2008-09-262-27/+29
| | | | | | | * It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that. * We only fill a 32x16 area of the 256x256 float array with data. * We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
* Add an extension to allow registering multiple interfaces of a type withMelanie Thielker2008-09-253-10/+54
| | | | | | | | | | Scene. Make the script engines check that the engine name in the //Engine:language comment is a valid engine and treat it as a normal comment if it's not. //DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since that is it's real internal name. //XEngine: still works
* Mantis#2017. Thank you kindly, Tyre, for a patch that solves:Charles Krinke2008-09-252-2/+2
| | | | | | | | | | Check the client dialog box (from top menu) WORLD / REGION ESTATE / REGION tab. The client dialog box seems to have a hard limit of about 32 characters per line available for displaying the region version number. Our regions are sending a string which is greater than the limit, causing the client to wrap the text and look ugly.
* * Adds some WindTeravus Ovares2008-09-252-0/+260
| | | | | | | | * A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference. * It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods. * Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment. * initial version... could use improvement I'm sure.
* fixes a slight copy and paste bug in OGP module.Dr Scofield2008-09-251-1/+1
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* * In Standalone, add a persistant account for the OGP user.Teravus Ovares2008-09-251-4/+50
| | | | | * Gridmode, this has no effect at all.
* Convergence is almost complete. This brings the diff between the API to < 10kMelanie Thielker2008-09-253-49/+19
| | | | | | | | and makes it use a common set of types in both engine. Fixes the issues with running both engines and HTTP requests / listens / timers etc.. Also fixes a couple of minor Scene issues and a CTB by nullref.
* * Remove a message handler Teravus Ovares2008-09-251-4/+16
| | | | | | * Add a more specific error handler for when we're unable to pull the OGP state * rez_avatar/derez ?
* Add a module selection option for the MapImage Module as wellMelanie Thielker2008-09-241-0/+6
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* Correct a capitalization errorMelanie Thielker2008-09-241-1/+1
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* Add WorldMapModule = "name" to OpenSim.ini. Default is "WorldMap".Melanie Thielker2008-09-241-0/+9
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* Decouple AsyncCommands from XEngine and the script instance. MakeMelanie Thielker2008-09-241-0/+3
| | | | | | | | all methods needed outside the API ststic. Async command processing is now wholly internal to the API. This sets the stage for the next convergence step.
* Update svn properties, formatting cleanup.Jeff Ames2008-09-232-8/+8
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* leyla found a capitalization error in one of the OGP messages. Thanks leyla!Teravus Ovares2008-09-231-1/+1
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* Small fix to eliminate a beauty spotMelanie Thielker2008-09-231-1/+1
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* Update the permissions system to handle scripts and notecards the wayMelanie Thielker2008-09-232-10/+88
| | | | | | it was meant to. No functional changes, just better code
* * Update in OGP draft 3 protocol spec with regards to seed region requests ↵Teravus Ovares2008-09-231-1/+3
| | | | running over GET instead of POST and the rez_avatar/request cap being wrapped in the capabilities map.
* Move script and notecard open perms checks from ClientView to theMelanie Thielker2008-09-221-2/+127
| | | | | | perms module