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2008-06-26Mantis#1597. Thank you, Melanie for a patch that:Charles Krinke1-0/+1
Adds handlers for the reclaim land functionality, plus all needed permissions checks.
2008-06-25added the flag param to IClientAPI.SendMapBlockMW1-1/+1
2008-06-21* Adds Region ban capability to Regions. You access this by going to ↵Teravus Ovares1-0/+5
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar. * It only persists across reboots for the mySQL datastore currently. * Currently have stubs in the other datastores.
2008-06-19Mantis#1543. Thank you kindly, Jonc for a patch that:Charles Krinke1-0/+1
Implements terrain bake from Region/Estate dialog and respects estate settings during terraforming
2008-06-18* Refactors call to OutPacket out of AssetCache and into LLClientViewTeravus Ovares1-0/+3
2008-06-17* Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey1-1/+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
2008-06-12* refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey1-3/+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
2008-06-11*Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen1-1/+1
override the default method of calculating how many prims a parcel can have.
2008-06-06* This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares1-1/+1
interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
2008-05-28Mantis#1406. Thank you kindly, Xantor for a patch that:Charles Krinke1-1/+1
llLoopSound sends out one packet to clients in view, so it doesn't work anymore when clients enter later on, or the prim is modified in any way. Solution: Stored sound data on prim, send full update instead. llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object inventory sound names. llStopSound clears prim data and sends full update.
2008-05-26Thank you kindly, Melanie for a patch for script resetCharles Krinke1-0/+1
that creates the event handler chain ready to hook by script engines
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares1-0/+7
2008-05-24* Refactor: Collapse some multiple remove object pathsJustin Clarke Casey1-1/+1
* Push some delete functionality into InnerScene to match what's already there for adding objects
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2-4/+4
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2-4/+4
basis that they all take SOG parameters to improve code readability for now
2008-05-24This enables return from the parcel object owner display.Teravus Ovares1-0/+1
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
2008-05-18* Group type stuff. Nothing spectacular. two packets, sorta almost semi ↵Teravus Ovares1-0/+6
half tiny amount implemented.
2008-05-17* Tweaked patch mantis 1302 and committing it.Teravus Ovares1-0/+15
2008-05-16Formatting cleanup.Jeff Ames2-14/+14
2008-05-14* Adding the very bare minimum for the client to register user as having the ↵Teravus Ovares1-0/+5
group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
2008-05-14Formatting cleanup.Jeff Ames2-2/+2
2008-05-14* Refactored OutPacket out of ScenePresence Teravus Ovares1-1/+10
* Down to 65 warnings.
2008-05-14* Refactored OutPacket and FirstName/LastName out of Friends Module.Teravus Ovares1-0/+11
2008-05-13*Complete redo of the permissions modulemingchen1-1/+1
*Removed hardcoded permissions checks *Added permissions checks where needed
2008-05-12Formatting cleanup.Jeff Ames1-4/+4
2008-05-110001199: [PATCH] Add support for default animations Teravus Ovares1-0/+5
From Melanie... Thanks Melanie! .
2008-05-10* Refactored two more OutPackets. ObjectPropertiesFamily, and Object ↵Teravus Ovares1-0/+15
Properties.
2008-05-10* More OutPacket refactors.Teravus Ovares1-0/+8
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
2008-05-10* Two more OutPacket refactors. TextureSender.Teravus Ovares1-0/+6
* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
2008-05-10Refactored out a few warnings related to Adam's bane OutPacketTeravus Ovares1-0/+9
2008-05-07* Removes references to libsecondlife.Packets from IClientAPI. BAD ↵Adam Frisby1-4/+5
PROGRAMMERS. NAUGHTY. * Thanks to Andrew (DeepThink) for working on this one.
2008-05-07* Other then the prim update experiments that are going on now, ↵Teravus Ovares1-0/+2
llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
2008-05-07get all the right bits to SendPrimitiveToClient so we can actuallySean Dague1-4/+6
set vel, acc, and rvel in the packet (though this isn't done yet).
2008-05-07From: Alan M Webb <awebb@vnet.ibm.com>Justin Clarke Casey1-1/+1
The attached patch moves the sun module incrementally nearer where it needs to be. Default behavior, i.e. no overriding configuration is to match Second Life's diurnal/nocturnal rhythm. All designated values are now sent to the client.There remain a couple of unanswered questions about how this SHOULD be implemented though.
2008-05-06send actual velocity and angular velocity in terse updatesSean Dague1-1/+2
instead of hardcoding to zero when the primitive is non physical. llTargetOmega should work now.
2008-05-06*LLClientView is now pushed the EstateSettings instead of pulling it from ↵mingchen1-5/+8
the scene...more to standards *LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
2008-05-06* Committing a bunch of work for control snatching. Not done yet. No ↵Teravus Ovares1-0/+4
visible features.
2008-05-05*Standardized the Land module by removing all references to ↵mingchen1-0/+13
libsecondlife.packets
2008-05-05* Unraveled the DEBUG_CHANNEL mystery.Teravus Ovares2-4/+4
* Moved script errors to the debug channel. * Typing '/2147483647 OK' results in a debug_channel message. * Expanded the available parameters that are send-able through IClientAPI
2008-05-04*Fixed a mistake in the EstateManagementModule that messed up the trunk.mingchen1-0/+3
2008-05-04*Fixed up EstateManagementModule to the module standard - no more packets ↵mingchen1-1/+25
allowed! *Started cleaning up the land module
2008-05-03* For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares1-0/+3
does not regenerate until you're dead!
2008-05-02* Commit 2/3 - Please dont attempt to update to this revision until all 3 ↵Adam Frisby1-0/+6
are in.
2008-04-28* Added basic 3-5 level undo on prim position/rotation/scale.Teravus Ovares1-0/+1
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-0/+1
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-27* More attachment stuff, reworked some of the inventory routines to be what ↵Teravus Ovares1-2/+2
I need them to be for attachments.
2008-04-26* First draft implementation of copying prim inventory items back to agent ↵Justin Clarke Casey1-0/+1
inventory * Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory * Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set * This is pending fixes/implementation of upstream permission implementation
2008-04-24replace hard tabs with 4 spaces to be consistant in the source.Sean Dague1-12/+12
Please adjust your editors to not use hard tabs.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-1/+3
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
2008-04-23* Patch from Melanie. Mantis 0001037: Add various internal plumbing to ↵Teravus Ovares1-0/+5
the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie! * Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.