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* minor: add class doc line to older region module example code pointing ↵Justin Clark-Casey (justincc)2010-12-041-0/+2
| | | | towards newer
* add warning decals and information to RegionModule.cs in probably ↵Justin Clark-Casey (justincc)2010-12-041-0/+9
| | | | non-functional OpenSim.Region.Examples.SimpleModule project
* Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵Dan Lake2010-03-191-5/+5
| | | | GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * optimized usings.lbsa712009-02-121-2/+1
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* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-2/+2
| | | | | | | | | | | | | | | | | | | | OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
* * simplify AddNewClient since making this root without using MakeRootAgent() ↵Justin Clarke Casey2008-11-281-1/+2
| | | | no longer sets everything up properly
* * refactor: cleanup AllocateLocalPrimId() a bit moreJustin Clarke Casey2008-11-071-4/+2
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* * Rename PrimIDAllocate() to more effectively convey what it does, and put ↵Justin Clarke Casey2008-11-071-2/+2
| | | | the verb at the front
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-10/+10
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Refactor the packet scheduling out of ClientView. Add intelligentMelanie Thielker2008-07-221-1/+1
| | | | | | | | | | resending, timeouts, packet discarding. Add notification event for packet discarding. Add priority scheduling for packet queues. Add outgoing duplicate detection facility. Correct packet sequencing. Make provisions for automatic server side throttle adjustments (comes in next installment)
* last round of warning squashing. calling it a day now.Dr Scofield2008-06-271-42/+42
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* * refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey2008-06-271-3/+3
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* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-1/+0
| | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+3
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-3/+3
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-241-3/+3
| | | | basis that they all take SOG parameters to improve code readability for now
* Formatting cleanup.Jeff Ames2008-05-141-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+0
| | | | (this took a while to run).
* few more minor changes, needs prebuild to be ran.MW2008-04-011-3/+3
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* a few small changesMW2008-04-011-1/+1
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* * Refactored out circular reference in Region.Environment <-> ↵lbsa712008-03-251-2/+3
| | | | | | | Framework.Data.Base We REALLY need to get the db layer sorted soon...
* Added copyright messages. Set svn:eol-style. Minor cleanup.Jeff Ames2008-03-181-2/+28
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* Update svn properties.Jeff Ames2008-03-141-114/+114
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* * Added cautionary README.txtlbsa712008-03-131-1/+1
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* * SimpleApp is dead, long live OpenSim.Region.Examples.SimpleModulelbsa712008-03-131-0/+114
* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin * But hey, it crashes in lots of interesting ways.