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* Trigger persistence of the scripts in a prim's inventory when that inventory ↵Justin Clarke Casey2008-01-073-6/+36
| | | | | | | | is changed/updated/deleted (before the trigger only happened if the prim was moved). This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
* Very minor refactoring. Remove unused prim inventory bool returns for nowJustin Clarke Casey2008-01-072-7/+2
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* Refactor Scene.Inventory.RezScript to use newer script starting codeJustin Clarke Casey2008-01-073-47/+65
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* Commenting out InnerScene.SceneObjects for now since it was unpopulated and ↵Justin Clarke Casey2008-01-072-26/+27
| | | | | | | | not used by active code (as far as I can see), so a source of confusion. All current code uses the Entities dictionary
* Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey2008-01-077-23/+104
| | | | | | | | prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
* Factor out inventory code in SceneObjectGroup into seperate class. Justin Clarke Casey2008-01-062-96/+137
| | | | | | As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
* Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey2008-01-062-205/+245
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* Factor out TaskInventoryItemJustin Clarke Casey2008-01-062-74/+6
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* Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey2008-01-062-27/+87
| | | | | | | | | Scripts now show up in prim inventories after region restart. Probably doesn't yet work for any items other than scripts. Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
* Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey2008-01-051-3/+10
| | | | | | | | | persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
* * Hiding CompletePingChecks and UseCircuitCode messages.. as the packets ↵Teravus Ovares2008-01-051-1/+4
| | | | | | | are most definitely handled. * My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
* * Re-enabling parcel prim count updates, as it doesn't cause errors on the ↵Teravus Ovares2008-01-051-2/+2
| | | | console and border crossing problems anymore
* Log instead of crash on some specific unknown startup bug I'm gettingTedd Hansen2008-01-051-8/+49
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* * Fixed situation where sometimes your avatar tries to land and gets 'put' ↵Teravus Ovares2008-01-041-1/+8
| | | | 80 meters into the air immediately.
* * Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares2008-01-043-25/+103
| | | | | | | card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
* * Fixing a the time clock issue on Sim Restart messages. See Mantis 287Teravus Ovares2008-01-041-2/+3
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* * Made covenant changes made in the estate tools persist across sim restarts.Teravus Ovares2008-01-031-1/+2
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* * changed form Debug to Verbose on Texture sendinglbsa712008-01-031-1/+1
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* * Added removal of TextureSenders and UserTextureDownloadService on agent ↵lbsa712008-01-033-5/+34
| | | | leaving region.
* Set svn:eol-style.Jeff Ames2008-01-032-232/+232
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* * Some work on TextureDownloadModulelbsa712008-01-033-214/+236
| | | | | * fixed Cancel bug
* Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey2008-01-031-0/+1
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* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-036-11/+11
| | | | code. Let me know by IRC if there are other problems
* Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey2008-01-021-7/+15
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* * Added the ability for Region Owners to add and remove estate managers ↵Teravus Ovares2008-01-022-26/+84
| | | | | | | | | using the estate tools. * Estate managers get abilities like the region owner for now. * Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet) * Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
* * Did a bit of estate work. Added some fields to EstateSettings.xml for ↵Teravus Ovares2008-01-023-5/+97
| | | | | | | | estate managers. * You can put UUIDs in those fields to give other users some ability to help manage a sim you own. * Also started decoding the EstateOwnerMessage packet convolutions.
* * Trying to address TextureSender issueslbsa712008-01-021-32/+43
| | | | | | * The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present * introduced some TryGetValue and various code convention stuff
* * Re-wrote IM that sends the friend request so that it displays the name of ↵Teravus Ovares2008-01-022-5/+12
| | | | the person who sent the request, or (hippos) if it can't find it.
* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-015-34/+291
| | | | | | | | simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
* * Added graceful remote script server connection error handlingTeravus Ovares2007-12-301-2/+2
| | | | | * Removed a friends module test that I had.
* * Fixed References in Prebuild so the project compilesTeravus Ovares2007-12-301-3/+40
| | | | | | * Added Friends List methods to IUserData interface * Created Stub friendslist Database Methods
* * re-applied AddNewPrim refactoring... third time now...lbsa712007-12-301-36/+34
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* * Patch from Alondria that re-fixes llSetColorTeravus Ovares2007-12-301-20/+20
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* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-307-60/+53
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Applied Melanie's same instance IM fix. This will make IMs work within ↵Teravus Ovares2007-12-301-4/+6
| | | | the same OpenSim Instance.
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-282-3/+2
| | | | and description. Thanks Melanie.
* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-282-3/+21
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* * Made a copy of parts before updating to avoid dictionary updated ↵lbsa712007-12-282-4/+10
| | | | | | | | exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
* * redid the AddNewPrim refactoring as that got lost in r2855lbsa712007-12-281-35/+34
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* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-286-54/+68
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa712007-12-281-32/+33
| | | | | | | scheme won't hold for serialization * Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-282-39/+88
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* Add missing "System." to System.NullReferenceExceptionCharles Krinke2007-12-281-1/+1
| | | | | so Linux build works again.
* * Optimized usingslbsa712007-12-2734-1092/+1119
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Fixed MonoSQLite Update Table routineTeravus Ovares2007-12-271-2/+2
| | | | | | * Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-273-6/+5
| | | | | | | * PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
* * Fixed the matching logic error on the LLQuat to axiom quat :PTeravus Ovares2007-12-271-1/+1
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* * fixed a logic error in the receiving end of the prim load for the sit targetTeravus Ovares2007-12-271-2/+5
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