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2008-02-20Minor cleanup.Jeff Ames6-6/+6
2008-02-20* Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares1-0/+8
Groups Module, made it shared to save on threads.
2008-02-18Thank you very much Ahzzmandius for adding the supportCharles Krinke1-0/+2
to purge the avatars inventory "Trash" folder using the bizarre tortoiseSVN method of diff/patch.
2008-02-10The very beginnings of attachments (no detachments! :)Dalien Talbot1-0/+2
2008-02-05Converted logging to use log4net.Jeff Ames1-9/+11
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-0/+1
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04Refactor only: serve stats objects directly through StatsManager singletonJustin Clarke Casey1-2/+2
2008-02-04Patch from mikkopa/_someone Thanks! adds support for llPreloadSound, ↵Teravus Ovares1-1/+5
llTriggerSound, llPlaySound, llPreloadSound. * Time to make music boxes?
2008-02-04* Whole buncha stuff.Adam Frisby1-0/+2
2008-02-02Implements LSL function llDialog().alondria1-0/+4
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
2008-02-02* Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares1-1/+7
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-01-28* Add total logouts (and total logins) to server side user statsJustin Clarke Casey1-1/+1
* Passing the stats collector through object chains is not ideal - this will change when more stats come in * This change will need a prebuild
2008-01-25* Add very basic initial login stats to the user serverJustin Clarke Casey1-1/+2
* Typing 'stats' on the command line will given total number of successful logins today and yesterday * A little bit more to come, probably * Refactoring will follow next
2008-01-22* Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares1-0/+5
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
2008-01-20Check if remote simulator is up before attempting teleport. Teleport to a ↵Brian McBee1-1/+1
remote region should now fail gracefully if remote simulator is down.
2008-01-16* Added Packets In/s, Packets Out/s and Current un_acked Packets to the ↵Teravus Ovares1-0/+1
SimStatsReporter * This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
2008-01-15* Mother of all commits:Adam Frisby2-3/+31
* 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.
2008-01-11* Exprimental prim inventory persistence can now be enabled by users.Justin Clarke Casey1-2/+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
2008-01-04* Added the ability for estate managers to use the magic secondlife blue ↵Teravus Ovares1-0/+3
card of death to send out region and estate messages. * Switched over Region Restart notices to the magic secondlife blue card of death method.
2008-01-01* You can add and remove a friend in standalone now within the same ↵Teravus Ovares1-0/+3
simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
2007-12-28* Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa713-4/+4
scheme won't hold for serialization * Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
2007-12-27* Optimized usingslbsa714-18/+24
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-22Make copying of scripts into prim inventories more reliable on the first ↵Justin Clarke Casey1-2/+5
attempt when the asset server is lagging by formalising the de facto polling. This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
2007-12-21Refix bug where inventory textures don't appear in prim edit texture ↵Justin Clarke Casey1-1/+5
selection box unless previously expanded in inventory.
2007-12-21* Remapped the Connection shutdown path.Teravus Ovares1-1/+1
* This fixes a *bunch* of Mantis bugs related to the following * -- Neighbouring simulators not appearing after relog * -- Login to simulator only to be logged off by simulator. * -- ThreadAbort * -- Unable to shutdown circuitCode: x
2007-12-18* Added Incomplete Handling of the RegionInfoRequest packet Teravus Ovares1-1/+6
* Added Incomplete Handling of the EstateCovenantRequest packet * Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method * Fixed a race condition with avatar animations
2007-12-18* Removed redundant code in RestService.csAdam Frisby1-1/+1
* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored. * Removed unused variable m_newAvatar * Removed several unused try{}catch(Exception e){}'s. * Added null assignment in simpleapp to prevent warning.
2007-12-16*Adding and Removing Avatars from the Access/Ban List for a parcel now ↵mingchen1-0/+2
works, but the actual ban lines, etc are not done.
2007-12-15Grid Inventory feature upgrade: renaming folders should now be correct, ↵Brian McBee1-1/+2
subfolders work, moving folders works. Tested only in MYSQL, but may work in MSSQL and sqlite. Probably not working in standalone mode.
2007-12-11Implementing updateinventoryfolder: Should now be able to rename folders in ↵Brian McBee1-0/+1
inventory
2007-12-10Refactored animation handling in ScenePresence. Now maintains a list of ↵Jeff Ames1-2/+5
current animations. * Fixes weirdness when typing and sitting at the same time * Should fix bug #32 (getting stuck in edit appearance pose) * Crouchwalk and possibly jump may need more looking into
2007-12-10* Hooked up the GridComm event ChildDataUpdate to the scene.Teravus Ovares1-1/+4
* Added List<RegionInfo> m_neighbours to Scene * Hooked up the OnRegionUp event to m_neighbours list * Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again. * Added SetChildAgentThrottle(byte[]) to IClientAPI * Several other insignificant changes related to passing child pertanant agent data from sim to sim.
2007-12-08hackish code to allow emptying of trash. This really should be done on the ↵Brian McBee1-0/+1
inventory server, and not from the region. Also: it appeared to work the first try, so I have probably done something horribly wrong.
2007-12-08Allow moving, deleting, and restoring objects in inventory.Brian McBee1-0/+1
Note: only tested in grid mode, and emptying trash is still not implemented.
2007-12-07Updates to LibSL revision 1498. Thanks Johan!Adam Johnson1-5/+5
2007-12-07added one more command to the console help.Jeff Ames1-7/+2
2007-12-06more minor cleanup. added some command descriptions to region server help.Jeff Ames1-1/+7
2007-12-06removed some duplicate hard-coded port numbers. changed ports to uint.Jeff Ames1-1/+1
2007-12-05* Refactored Permissions into ScenePresence as requested by MWTeravus Ovares1-0/+1
* 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!
2007-12-04fixed exception and login failure in SimpleApp. (still doesn't work like it ↵Jeff Ames1-4/+5
used to, though)
2007-12-03From Justin Casey (IBM)Sean Dague1-1/+6
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.
2007-12-03This is a simple patch which just renames an IClientAPI method toSean Dague1-1/+1
SendInventoryItemCreateUpdate() in order to reflect the actual packet it sends (UpdateCreateInventoryItem). From Justin Casey (IBM)
2007-12-01the fix, so that trunk works againMW1-0/+1
2007-11-30Patch for mantis 0000015: Textures don't display in the objectSean Dague1-1/+1
properties window From Justin Casey (IBM)
2007-11-30* Extended our semi-stupid implementation of in world object permissions to ↵Teravus Ovares1-1/+1
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.
2007-11-28Moved the m_sceneGridService.RegisterRegion(RegionInfo); call out of ↵MW2-2/+2
LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications). Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
2007-11-24* Added a way for the Region master user to kick individual users from their ↵Teravus Ovares1-0/+5
sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off. * Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
2007-11-24* Hanling RequestGodlikePowers. On Request.. sends the sim owner's client ↵Teravus Ovares1-0/+1
the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
2007-11-22* Added code to capture the draw distance setting from the client.Teravus Ovares1-1/+4
* Added a support function to InnerScene to calculate the distance between two vectors.
2007-11-21* Did some initial work for prim crossing. Just glue so far.Teravus Ovares2-3/+3
* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.