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* "compile before commit, AND check compile result" - forgot a ;Tedd Hansen2008-01-191-1/+1
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* Still hunting, added debug outputTedd Hansen2008-01-191-3/+10
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* Added block for scenario: global exception handler called in loop when ↵Tedd Hansen2008-01-181-4/+0
| | | | | | | exception happens inside global exception handler Added InnerException to output
* Why don't you try compiling before you commit?Tedd Hansen2008-01-181-2/+2
| | | | | No, I don't need to. I'm good, my code never fails!
* Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen2008-01-181-8/+8
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* Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen2008-01-181-8/+12
| | | | can get rid of that annoying startup crash...
* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-183-15/+15
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-183-13/+17
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* * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa712008-01-182-18/+21
| | | | hence always retuning false on GenericObjectPermission.
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-1/+1
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-172-0/+25
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * added ForEachPart helperlbsa712008-01-171-2/+16
| | | | | * added SetOwnerId that... sets.. OwnerId... on all parts.
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-174-6/+74
| | | | | | | * An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
* * Fixed standing up so that you're at the new position of the prim if you ↵Teravus Ovares2008-01-161-3/+6
| | | | | | | move the prim and then stand up! * Enter llSetPos elevators and conveyors n' stuff.!
* * Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey2008-01-164-97/+133
| | | | | | | | | region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
* * Fixed a packet counting issue that I introducedTeravus Ovares2008-01-162-23/+29
| | | | | | | | * Fixed a bunch of goofy math for calculating the sim stats counters * Made most of the sim stats counters additive so it's easy to change the sim stats interval * Changed the sim stats send interval to 3 seconds
* * Store task inventory when an object is taken into agent inventoryJustin Clarke Casey2008-01-166-59/+95
| | | | | | | | * This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
* First part of changing prim's permission flags to use the correct enum ↵MW2008-01-163-59/+53
| | | | (libsl PermissionMask)
* * Slowed down the sim stats update to once every 5 seconds because the ↵Teravus Ovares2008-01-161-23/+27
| | | | | | | | network accounting required it... with it being the lowest updated stat. * Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common * Slowing down the network accounting update will probably fix the red issue.
* * Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually ↵Teravus Ovares2008-01-164-10/+93
| | | | | | | accurate. * We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
* * Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares2008-01-161-0/+8
| | | | | | | SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
* * Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares2008-01-163-25/+110
| | | | | | | over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
* * Added some comments to the linkset positioning codeTeravus Ovares2008-01-151-4/+20
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* * Delinking doesn't leave invisible physical objects behind anymoreTeravus Ovares2008-01-151-0/+6
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* * Pass 2 of collidable (non physical) linksetsTeravus Ovares2008-01-154-39/+33
| | | | | | | | * Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
* * Mother of all commits:Adam Frisby2008-01-1512-25/+25
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * First pass at collidable linksetsTeravus Ovares2008-01-143-40/+151
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* Remove unused SOG constructorJustin Clarke Casey2008-01-141-8/+0
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* Anti-crash fix: Allow int (numbers without dot) when changing Estate terrain ↵Tedd Hansen2008-01-131-10/+22
| | | | | | | settings. Also added exception handling if string->float conversion still should fail for some reason.
* * Fixed an overflow in the land managerTeravus Ovares2008-01-132-4/+14
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* Thank you, Kinoc for adding: When accessing slower web sites or proxy servicesCharles Krinke2008-01-121-1/+1
| | | | | | | | 300 msecs can be too slow and cause a timeout to occur. This is reported when llHTTPRequest times out but may not be reported for other functions like osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears that the value affects not just llHTTPRequest's.
* *removed a goofy debug line left inTeravus Ovares2008-01-121-4/+1
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* * Added some of the finer control points to POS such asTeravus Ovares2008-01-121-0/+5
| | | | | | | ** jumping ** crouching ** landing on prim
* * Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew ↵Teravus Ovares2008-01-122-3/+4
| | | | | | | Linden insisted that Havok was running at 45fps internally. * Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
* * For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap ↵Adam Frisby2008-01-121-0/+9
| | | | method.
* Fix some warnings under mono.Jeff Ames2008-01-111-1/+1
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* * Exprimental prim inventory persistence can now be enabled by users.Justin Clarke Casey2008-01-111-2/+2
| | | | | | | | | * This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini * Implemented for sqlite and MySQL, no MSSQL implementation yet * As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change. * More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
* * Do database implementation for prim inventory items in mysqlJustin Clarke Casey2008-01-111-0/+7
| | | | | | | | * Properly clean up items when a region object is deleted * Update persisted prim when an inventory script is changed * No user functionality yet
* Turn off accidental hardcodingJustin Clarke Casey2008-01-111-1/+1
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* Switch prim items type representation to use int rather than strings.Justin Clarke Casey2008-01-113-16/+11
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* Fix r2959 - last letter was being sliced off region prim renamesJustin Clarke Casey2008-01-101-2/+2
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* Prim inventory script saving phase 2.Justin Clarke Casey2008-01-096-57/+241
| | | | | | | | * It is now possible to edit and save scripts directly from prim inventories * On saving, the script will be restarted in the region * Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
* make Stopped a property of the SceneObjectPart instead of in theSean Dague2008-01-081-0/+13
| | | | | | database code, so this is a shared concept.
* * Removed unneeded and uneeded debug messagelbsa712008-01-081-2/+0
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* Minor prim inventory method refactoringJustin Clarke Casey2008-01-072-36/+21
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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.