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* * Added back the regionup code so people in nearby sims can see a downed sim ↵Teravus Ovares2007-12-081-3/+3
| | | | coming back up.
* Enabled the TextureDownloadModule, so that hopefully I might get some ↵MW2007-12-073-21/+17
| | | | feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
* Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ↵MW2007-12-076-188/+291
| | | | | | | ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done. Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* Updates to LibSL revision 1498. Thanks Johan!Adam Johnson2007-12-076-23/+23
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* * Added hacked support for 'anyone can move' and 'anyone can copy'.Teravus Ovares2007-12-074-137/+163
| | | | | | | * BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar). * Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set). * It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
* added one more command to the console help.Jeff Ames2007-12-072-30/+13
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* reversing the r2599 patch, as this started causing CreateThread errors for Sean Dague2007-12-061-1/+0
| | | | | | | | | me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop() wasn't doing what was desired on Mono. The Queue refactoring should address the readability issues lbsa71 was working on as soon as I get the merge together.
* removed obsolete Verbose() functionJeff Ames2007-12-064-13/+14
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* more minor cleanup. added some command descriptions to region server help.Jeff Ames2007-12-061-9/+4
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* * now the throttle timer is stopped whilst processing Queue so that it won't ↵lbsa712007-12-061-0/+1
| | | | | | | | fire twice * started to refactored throttling method * some code convention refactorings
* * Removed lots of scurrilous uses of ASCII/UTF8.GetBytes for making packet ↵Adam Frisby2007-12-061-4/+4
| | | | strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
* minor cleanup of Scene.cs (parameter naming, function documentation stubs, ↵Jeff Ames2007-12-061-95/+225
| | | | duplicated UUID, you know...)
* removed some duplicate hard-coded port numbers. changed ports to uint.Jeff Ames2007-12-061-3/+3
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* Do not create a new asset on item metadata changeSean Dague2007-12-051-40/+12
| | | | | | From Justin Casey (IBM)
* From Gary Chernega (IBM)Sean Dague2007-12-053-7/+10
| | | | | | | | | | | | | This patch adds x, y, and z offsets to the load-xml command. If you had a prim at 100,100,20 thats where it would get loaded everytime. This patch lets you place it at an offset from 100,100,20.. as such: load-xml <filespec> -newUI 3 1 2 Loading the prim at 103, 101, 22
* made one or two more methods in Scene virtual to allow overriding in sub ↵MW2007-12-051-1/+1
| | | | classes.
* * Refactored Permissions into ScenePresence as requested by MWTeravus Ovares2007-12-057-132/+286
| | | | | | | * Un-hackerized generating the client_flags * Now handling the ObjectPermissions Update packet * Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
* fixed a few compiler warnings under mono (committed from a train, with ↵Jeff Ames2007-12-052-12/+8
| | | | adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
* *disabled some confusing code regarding permissionsTeravus Ovares2007-12-041-2/+3
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-049-39/+17
| | | | explicit
* * Some more ApplyPhysics voodoolbsa712007-12-042-84/+88
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* * ApplyPhysics now creates the PhysActor as well.lbsa712007-12-042-83/+104
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* * Added ApplyPhysics helper on group.lbsa712007-12-041-0/+8
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* * Fixed a whole bunch of console messages.Adam Frisby2007-12-044-7/+7
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* * Removed 12 compiler warnings.Adam Frisby2007-12-044-5/+1
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* From Justin Casey (IBM)Sean Dague2007-12-032-33/+88
| | | | | | | | | | | | | | | | | | | | | | | While exploring what it would take to get the 'new script' button working, I encountered the fact, some way down in the rabbit hole, that if a user renamed an item in their inventory and logged out (without a restart of the simulator), on log in the new name was not preserved. As far as I can see, this was because any updates which didn't occur inside a transaction were ignored by opensim. This patch pays attention to those changes. It generates a new asset when an item is updated and changes the user's inventory properties appropriately. I believe this behaviour is in line with the copy-on-write semantics used in the Second Life protocol - perhaps it could be optimized if we knew for sure that the only copy of the object was in the user's inventory. This also means that if you rename an item (e.g. a script) before you drag it into an object's inventory, the inventory will receive the item's most recent name and description.
* This is a simple patch which just renames an IClientAPI method toSean Dague2007-12-031-4/+4
| | | | | | | | | SendInventoryItemCreateUpdate() in order to reflect the actual packet it sends (UpdateCreateInventoryItem). From Justin Casey (IBM)
* Added a flag to load-xml console command, that will generate new uuids for ↵MW2007-12-033-5/+9
| | | | | | | | the loaded Sceneobjects (as per mantis request #53). To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID". If you don't add the "-newUID", then the uuids in the xml file will be kept.
* Fixed bug in Appearance update in AvatarFactoryModule.MW2007-12-031-15/+18
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* Some refactoringMW2007-12-031-7/+9
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* minor meaningless changesJeff Ames2007-12-033-49/+32
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* Just for Cfk!MW2007-12-021-1/+1
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* Attempt to fix mantis issue #82, taking prims into inventory and then ↵MW2007-12-021-0/+2
| | | | rezzing them in another region.
* Added some error handling (and console output) to BaseHttpServer.MW2007-12-023-15/+11
| | | | | a few other bits of refactoring.
* Very partial Avatar Appearance (ie, clothes/body parts) "storage". In ↵MW2007-12-023-30/+97
| | | | | | | | standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist. Just need to store this data out to a database.
* Rezzing multiple copies of a inventory prim should now work.MW2007-12-012-0/+12
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* attempt to fix sitting-related bugs #3 and #67Jeff Ames2007-12-011-14/+17
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* Due to popular demand, a rezzed prim should no longer delete the original ↵MW2007-12-011-2/+2
| | | | inventory item. (hasn't been tested to make sure no conflicts happen if that new rezzed object is then taken back into inventory but don't think there will be any)
* Attempted fix for mantis issue# 66MW2007-12-011-2/+11
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* small bit of refactoringMW2007-12-011-1/+11
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* the fix, so that trunk works againMW2007-12-011-5/+0
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* Part 1 of a commit. This revision will not compile, part 2 will be added in ↵MW2007-12-013-22/+58
| | | | | | | | | | | a couple of minutes that should fix that. Some work towards persisting Avatar Appearance (what is being worn). Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets. stub code to subscribe to this event in AvatarFactoryModule. Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called. Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
* *Refactored the initial raytracer so it doesn't use the Parent reference.Teravus Ovares2007-11-303-23/+48
| | | | | *Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
* small change to OnSceneGroupMove event (in SceneEvents.cs)MW2007-11-302-10/+14
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* * Refactored away permissions and physics flag duplicationslbsa712007-11-301-31/+5
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* * Removed permissions flag appliance from Xml deserializationlbsa712007-11-305-48/+66
| | | | | * Various code convention compliance
* * Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares2007-11-303-9/+201
| | | | | | | show a user's client that it can't edit a prim if it doesn't have permission. * Permissions is due for a big revamp. The current way it's done is a hack at best.
* * Temporary fix for 'User already online' issue in standalone mode.Teravus Ovares2007-11-302-1/+12
| | | | | * Revert this once we get a working logoff.
* * Fixed neighbour range buglbsa712007-11-298-56/+55
| | | | | * Various refactorings
* * Thanks to _SomeOne_, Server side permissions on object editing. Be aware, ↵Teravus Ovares2007-11-292-7/+20
| | | | that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.