Commit message (Collapse) | Author | Age | Files | Lines | |
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* | * refactor: For new objects, move attach to backup to occur when adding to a ↵ | Justin Clarke Casey | 2008-06-12 | 6 | -55/+43 |
| | | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance | ||||
* | * refactor: rename CreatePrimFromXml to CreatePrimFromXml2 | Justin Clarke Casey | 2008-06-12 | 2 | -5/+12 |
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* | * Insulate maptile volume draw routine against TextureEntry oddities. | Teravus Ovares | 2008-06-12 | 1 | -14/+28 |
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* | * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵ | Teravus Ovares | 2008-06-12 | 1 | -1/+143 |
| | | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes. | ||||
* | For people receiving: Exception: System.ArgumentException: Value of ↵ | Teravus Ovares | 2008-06-11 | 1 | -8/+41 |
| | | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing... | ||||
* | *Parcel Prim Count Maximums moved to their own functions so modules can ↵ | mingchen | 2008-06-11 | 6 | -4/+81 |
| | | | | override the default method of calculating how many prims a parcel can have. | ||||
* | * Fix the string substitutions in the last commit | Justin Clarke Casey | 2008-06-11 | 1 | -1/+1 |
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* | * From inspecting OSGrid WP logs, it appears one particular client is ↵ | Justin Clarke Casey | 2008-06-11 | 1 | -3/+14 |
| | | | | | | | | failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent() * If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead | ||||
* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-06-10 | 3 | -46/+23 |
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* | * This completes ObjectDuplicateOnRay. | Teravus Ovares | 2008-06-10 | 3 | -50/+76 |
| | | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates. | ||||
* | Update svn properties. Formatting cleanup. | Jeff Ames | 2008-06-09 | 1 | -1/+2 |
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* | * Fixed it so you can do a lot more llDetected* methods in many additional ↵ | Teravus Ovares | 2008-06-08 | 1 | -106/+193 |
| | | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine | ||||
* | Added a "if(entity != null)" before the call to | Charles Krinke | 2008-06-08 | 1 | -1/+3 |
| | | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene. | ||||
* | Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵ | mingchen | 2008-06-07 | 2 | -4/+9 |
| | | | | reference not set to an instance of object' exception | ||||
* | *Fixing another object counting bug | mingchen | 2008-06-07 | 2 | -4/+4 |
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* | *Made Object Counting correct with linked objects and turned the previously ↵ | mingchen | 2008-06-06 | 2 | -14/+18 |
| | | | | protected functions that only return object counts to public so it can be easily used by outside classes. | ||||
* | * Added Light control from script in LLSetPrimitiveParams. | Teravus Ovares | 2008-06-06 | 1 | -0/+16 |
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* | revert 5028, as this approach to 1 nick per avatar isn't going to work, | Sean Dague | 2008-06-06 | 1 | -21/+8 |
| | | | | | | | however, I think I understand now how to make it work. I just don't want to have this broken for people this weekend. | ||||
* | experimental IRC changes, because it's friday, and I'm curious if this | Sean Dague | 2008-06-06 | 1 | -8/+21 |
| | | | | | | will work. | ||||
* | * How tall are you? Certainly not 127 meters! | Teravus Ovares | 2008-06-06 | 1 | -2/+9 |
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* | * true and not true or - not true and not true and. | Teravus Ovares | 2008-06-06 | 1 | -1/+1 |
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* | * This limits avatar to the heightfield height if they teleport or cross a ↵ | Teravus Ovares | 2008-06-06 | 1 | -1/+6 |
| | | | | border to a position below it. After teleporting, you can go under the terrain if you like as usual. | ||||
* | * This wraps the autopilot request to the client's sit response. An ↵ | Teravus Ovares | 2008-06-06 | 5 | -27/+129 |
| | | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen. | ||||
* | Fixes scale property with regards to the physics engine. | Teravus Ovares | 2008-06-06 | 1 | -0/+12 |
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* | Minor formatting cleanup. | Jeff Ames | 2008-06-06 | 1 | -1/+1 |
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* | Mantis#1460. Thank you, CMickeyb for a patch that addresses: | Charles Krinke | 2008-06-05 | 1 | -10/+23 |
| | | | | | | | | I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization. I have two objects in different regions that open remote data channels in the state_entry event. It appears that the state_entry call is executing before the postinitialize method is called in xmlrpcmodule (the exception occurs because m_openChannels is not initialized). | ||||
* | * This sends collision events to the script engine. | Teravus Ovares | 2008-06-05 | 2 | -13/+211 |
| | | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment.... | ||||
* | * Don't create ghost prim when rezzing objects from inventory | Teravus Ovares | 2008-06-05 | 1 | -1/+2 |
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* | Update svn properties. | Jeff Ames | 2008-06-05 | 1 | -25/+25 |
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* | * refactor: rename now inaccurate textureUuids to assetUuids | Justin Clarke Casey | 2008-06-05 | 1 | -5/+5 |
| | | | | | | * 5000 commits in this repository! | ||||
* | * exprimental: Export and reimport all items within a prim except Objects | Justin Clarke Casey | 2008-06-05 | 4 | -13/+34 |
| | | | | | | * Not yet ready for public use | ||||
* | * Change archiver 'textures' dir back to 'assets' | Justin Clarke Casey | 2008-06-05 | 4 | -7/+7 |
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* | * Dearchive using assets metadata rather than assuming everything is a texture | Justin Clarke Casey | 2008-06-04 | 3 | -19/+199 |
| | | | | | | * However, still not actually archiving anything except textures | ||||
* | Update svn properties. | Jeff Ames | 2008-06-04 | 1 | -129/+129 |
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* | * Start writing out assets metadata file for archiver | Justin Clarke Casey | 2008-06-04 | 2 | -17/+132 |
| | | | | | | * Ignoring it on reload as of yet | ||||
* | Mantis#1446. Thank you kindly, Grumly57 for a patch | Charles Krinke | 2008-06-04 | 1 | -0/+22 |
| | | | | | that solves "trees are too small when rezzed" | ||||
* | Mantis#1439. Thank you kindly, Melanie for a patch that | Charles Krinke | 2008-06-04 | 4 | -1/+53 |
| | | | | | plumbs in the events for on_rez. | ||||
* | Formatting cleanup, minor refactoring, svn properties. | Jeff Ames | 2008-06-04 | 12 | -126/+126 |
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* | * experimental: archive out and reload textures within a prim's inventory | Justin Clarke Casey | 2008-06-03 | 1 | -0/+9 |
| | | | | | | * no other prim items are archived yet | ||||
* | * Change single assets/ archiver directory to be textures/ instead | Justin Clarke Casey | 2008-06-03 | 3 | -6/+5 |
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* | * minor: Attempted method documentation clarifications related to last two ↵ | Justin Clarke Casey | 2008-06-03 | 1 | -3/+3 |
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* | * Remove what should be unnecessary locking in InnerScene.GetEntitites() | Justin Clarke Casey | 2008-06-03 | 1 | -8/+1 |
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* | * Remove what should be unnecessary locking of GetScenePresences() | Justin Clarke Casey | 2008-06-03 | 1 | -9/+3 |
| | | | | | | * May help with mantis 1434 though I doubt it | ||||
* | * This should fix presence issues. | Teravus Ovares | 2008-06-03 | 1 | -2/+7 |
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* | * experimental: Once we've received all the required assets from the asset ↵ | Justin Clarke Casey | 2008-06-02 | 1 | -1/+13 |
| | | | | service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread) | ||||
* | * experimental: Make OpenSim archiver save and reload all prim textures when ↵ | Justin Clarke Casey | 2008-06-02 | 1 | -2/+11 |
| | | | | not all faces have the same texture | ||||
* | * This update enables grid wide presence updates. | Teravus Ovares | 2008-06-02 | 1 | -10/+122 |
| | | | | | | | * You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers. * All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline. * Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache. | ||||
* | * Fixes a bug saving the current sun phase to the estate_settings file. | Teravus Ovares | 2008-06-02 | 3 | -2/+25 |
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* | * This enables grid-wide instant messaging in a peer to peer with tracker ↵ | Teravus Ovares | 2008-06-01 | 1 | -23/+167 |
| | | | | | | | | style way over XMLRPC. * Friend status updates are still only local, so you still won't know before instant messaging someone if they're online. * The server each user is on and the user server must be updated or the instant message won't get to the destination. | ||||
* | * Committing more unfinished stuff. Nothing significant at the moment. IM ↵ | Teravus Ovares | 2008-06-01 | 1 | -11/+246 |
| | | | | related. |