aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* More spelling corrections in the spirit of r3771.Jeff Ames2008-03-072-9/+9
|
* * Minor spelling corrections as per mantis 712Justin Clarke Casey2008-03-071-2/+2
|
* * Temporary resolution for mantis #711Justin Clarke Casey2008-03-071-10/+19
| | | | | | | * Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception. * Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
* * Fix for exception in landmanager crash.Adam Frisby2008-03-062-4/+15
|
* * Disabled ancient TerrainEngine.Adam Frisby2008-03-0610-146/+120
| | | | | | | * Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-055-12/+4
|
* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-058-38/+38
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* * New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2008-03-059-16/+49
| | | | | | | | | | | reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
* this is probably just a band aid, but should at leastSean Dague2008-03-041-3/+9
| | | | | | | help figure out where my last crash came from by being extra careful arround Add for scene object group.
* * One line fix to get everything working again. Essentially set the ↵Teravus Ovares2008-03-041-1/+0
| | | | originRegionID = RegionID in RegionInfo.cs on line 375
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-047-21/+802
| | | | support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-0421-27/+153
|
* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-032-8/+39
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * Removed a bunch of compiler warnings.Adam Frisby2008-03-032-2/+1
|
* Updated svn properties.Jeff Ames2008-03-0310-890/+890
|
* Fixed typo.Jeff Ames2008-03-031-2/+2
|
* * Oops, fixed.Adam Frisby2008-03-031-3/+3
|
* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-0331-69/+1112
| | | | | | | | | | * Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
* * Applying Ahzz's profile patch. Thanks Ahzz! Teravus Ovares2008-03-031-6/+39
| | | | | | * Fixed a few bugs in the patch that are sim crashers. * There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
* * Renamed the Data Framework namespaceslbsa712008-03-032-2/+2
|
* Change handler001 through handler009 to moreCharles Krinke2008-03-027-87/+87
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* Update names of handler010 through handler019Charles Krinke2008-03-021-36/+36
| | | | | | to more appropriate names consistent with use.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-023-4/+18
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* Rename handler020 through handler029 with moreCharles Krinke2008-03-021-28/+28
| | | | | appropriate names consistent with their use.
* More compiler warning cleanup.Jeff Ames2008-02-291-5/+3
| | | | | Removed verbose flag, since it doesn't do anything any more.
* Cleaned up a couple compiler warnings.Jeff Ames2008-02-291-41/+27
|
* * ODEPlugin Teravus Ovares2008-02-292-15/+20
| | | | | ** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-284-2/+70
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-282-1/+10
| | | | updates (fixed)
* disabled AssetDownloadModule and re-enabled the asset download code in the ↵MW2008-02-271-7/+7
| | | | asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
* After seeing sdague do his happy dance over trunk working "the best he has ↵MW2008-02-271-2/+268
| | | | | | | | ever seen". I'm not sure I should be doing this commit, but oh well. So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-272-13/+73
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* Update svn properties.Jeff Ames2008-02-272-132/+132
|
* UserService.ClearAgent call is no longer made when a childagent connection ↵MW2008-02-271-6/+5
| | | | | | | is being closed. DisableSimulatorPacket now skips the packet throttles
* * Committing file loaders - forgot yesterday.Adam Frisby2008-02-273-2/+135
|
* make trunk compile again. I think Adam forgot to check in some filesSean Dague2008-02-261-2/+2
|
* * Implemented - Terragen File Format Loader for new Terrain Module.Adam Frisby2008-02-263-2/+37
|
* Update svn properties.Jeff Ames2008-02-266-679/+679
|
* * Hooked up replacment TerrainModule, raising land will now be weird as both ↵Adam Frisby2008-02-261-5/+87
| | | | modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day.
* * Reimplementing Terrain as Region ModulesAdam Frisby2008-02-263-0/+81
| | | | | | | | | * New method involves interfaces for ** Terrain Paint Brushes (ie raise brush, lower brush, etc) ** Terrain Flood Brushes (ie raise area, lower area, etc) ** Terrain Effects (ie erosion, etc) [= W.I.P, not committed] * Provided sample implementation for Raise Paint and Raise Area brushes.
* * Another slight tweak to the Voice Chat engine - crash caused by switching ↵Adam Frisby2008-02-261-5/+2
| | | | to shared module fixed.
* * Small voice chat fixAdam Frisby2008-02-261-6/+9
|
* * Updated Voice Chat Server, added support for voice to cross region ↵Adam Frisby2008-02-261-6/+7
| | | | boundaries providing they are all located on the same simulator.
* * Fixed a null assignment in voice server.Adam Frisby2008-02-261-1/+1
|
* * Converted VoiceChatServer into a shared region module - now only one ↵Adam Frisby2008-02-261-8/+22
| | | | instance is required for the entire simulator, rather than one per region.
* * Added support for RealXtend Voice Chat as a Region Module to OpenSim ↵Adam Frisby2008-02-264-0/+593
| | | | Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini
* * Start sending "ImageNotFound" packet back to the client if we can't find ↵Justin Clarke Casey2008-02-255-31/+195
| | | | | | | | | | | | an image * This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak * If a texture is not found then the "Image not found" texture will now be displayed clientside * If it works, this should resolve mantis 676 * Non texture image requests do not receive this packet yet * This will require a prebuild
* * Resolve Mantis 667 by not passing on textures with no actual data onto ↵Justin Clarke Casey2008-02-251-1/+4
| | | | TextureSender
* * Caught HttpListenerException and swallowed if with outputlbsa712008-02-253-16/+15
| | | | | | | | * Moved Flush into Close since it's always done in that order. * Minor renamings * Reversed if for clarity
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-232-6/+22
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.