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* Added "force-update" console command (when a region is set as active), which ↵MW2007-09-051-0/+11
| | | | forces the region to send updates of all the prims to all clients. Not sure how well this is going to work with a few users on at the same time, but it might work as a temporary hack to relieve the problem of missing prims.
* Added "Local" and "Temporary" Fields to the AssetBase class.MW2007-09-051-1/+1
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* Just trying to get more debug info from a exception that has been reported.MW2007-09-041-1/+1
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* Added partial help info when calling "help" command with a region set.MW2007-09-043-3/+38
| | | | | Added AddDynamicTextureData() to DynamicTextureModule, so that a script (or another module even) can create a dynamic texture by passing a string with the data in, rather than a url. This could be used for anything from a script passing a basic text string (and having it rendered to a texture) or the script building its own html document.
* Removed the exit-region command, now use "change-region root" or ↵MW2007-09-042-0/+23
| | | | "change-region .." to change back to root level. [Would be nice if the command prompt changed to show what the current region was, but think that will need changes to the console code so for now it will have to stay as it is].
* Added "show modules" command that if at root level will display a list of ↵MW2007-09-041-3/+50
| | | | | | | loaded "shared modules" (modules instances that are shared by multiple regions) or if a region is set then will display the list of local modules loaded in that region. Can now use "show users" when a region is set, to have a list of users in just that region displayed.
* Fixed it so change-region works with region names that have spaces in them. MW2007-09-041-1/+1
| | | | | Fixed it so that change-region gives some feedback to show if its worked (found the region) or not.
* Some work on Module loading/management.MW2007-09-0419-94/+431
| | | | | | | | Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
* Added a Debug method to the Console/log class that has the Conditional ↵MW2007-08-317-7/+136
| | | | | | | attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives]. A few other minor changes.
* Added some place holder classes for various modules.MW2007-08-306-0/+170
| | | | | Some work on the asset cache, can people please test this. including on one of the public systems so we can see if it causes problems with multiple users.
* few small changes (all work in progress).MW2007-08-292-8/+33
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* Fixed the problem of prims not being loaded from the database (that my last ↵MW2007-08-291-2/+8
| | | | commit created).
* Various small changes (some likely to be removed again soon)MW2007-08-296-6/+18
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* Attempt to cut down how often objects are backed up to the database.MW2007-08-292-3/+15
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-286-6/+6
| | | | should equal project and directory.
* Taken the old scripting engine out of Region.Environment and moved it into a ↵MW2007-08-2836-3084/+4
| | | | separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
* Moved XferModule to OpenSim.Region.Environment.Modules namespace/directory.MW2007-08-281-1/+1
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* Start of trying to make Region/Scene more modular. MW2007-08-2814-108/+450
| | | | | | | | | Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
* Fixed the bug that sent a region port as the CAPS url, instead of sending ↵MW2007-08-271-1/+6
| | | | the httpListener port.
* Deleted a few old files that are no longer used.MW2007-08-276-1058/+4
| | | | | | Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server. Deleted Framework.manager as I am sure this is no longer in use.
* Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW2007-08-274-1/+10
| | | | | | | multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit.
* Another small tweak to image sending.MW2007-08-273-1/+11
| | | | | Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
* Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW2007-08-263-29/+32
| | | | | | | | the assetcache and asset server). Attempt to fix bug # 326. (crashing when using save-xml and hollow prims) Attempt to fix bug # 328 (limit of 50 items in a folder)
* Hopefully fixed the bugs in primitives rotation editingMW2007-08-252-4/+7
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* updated to include saving of object flags.Sean Dague2007-08-251-9/+14
| | | | | | People will need to blow away their databases after this point.
* Small bit of refactoring to the startup command script code (moved it into a ↵MW2007-08-241-4/+2
| | | | separate method), so that I could add a new CLI command of "command-script <fileName>", so that as well as the startup command script still being processed on startup. A user can create other command scripts and use the single command ("command-script <filename>") to run them at any time. Could be useful for trying out various configurations etc.
* Fixed a problem where some prims didn't show up when you crossed or ↵MW2007-08-241-0/+3
| | | | teleported into another region.
* Had "using OpenSim.Physics.Manager;" defined twice in SceneObjectGroup.cs, ↵MW2007-08-241-1/+0
| | | | so removed one of them.
* Hopefully fixed mantis bug #318 (exception when a prim moves across a ↵MW2007-08-242-3/+24
| | | | border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
* Scripts are now copied into a prim (ie new copy placed in the prim) rather ↵MW2007-08-243-9/+34
| | | | than moved into there.
* Updated sqlite3.dll to version 3.4.2MW2007-08-242-0/+9
| | | | | | Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
* Added RemovePrim method to the physics plugins interface.MW2007-08-233-12/+27
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* Implemented Resize Method in OdePrim.MW2007-08-232-5/+24
| | | | | | | | attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
* Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so ↵MW2007-08-233-11/+23
| | | | | | | | this is set when registering the prims with the physics engine. Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.) As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-232-0/+13
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-225-2/+61
| | | | script in a primitive is deleted.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-1/+1
| | | | fired likewise. Bugfixes coming in next commit.
* Added Scene.GetSceneObjectPart(uint localID)MW2007-08-221-0/+17
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* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-222-20/+20
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-223-6/+4
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* added ParentPartID to TaskInventoryItem class to make it easier to store ↵MW2007-08-221-4/+4
| | | | them in database.
* Fixed typo.MW2007-08-224-6/+6
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* Added forgotten file.MW2007-08-223-5/+147
| | | | | Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
* Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW2007-08-224-57/+191
| | | | scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
* Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW2007-08-214-2/+63
| | | | subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
* Hopefully fixed the problem of users avatars not always showing up when ↵MW2007-08-212-6/+19
| | | | either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
* Old group is now deleted from datastore when you link groups/prims, so that ↵MW2007-08-212-3/+2
| | | | the new group can be stored correctly.
* Think linking prims should now work correctly (if its not then please ↵MW2007-08-211-1/+2
| | | | someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
* A bit more work on prim building related code. Think most of the building ↵MW2007-08-212-8/+7
| | | | tools are now connected up and its now just a case of doing some bug fixing.
* Shift and Drag copying should now work correctly. [This was one of those ↵MW2007-08-214-17/+57
| | | | | | | | stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it) Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right. Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)