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path: root/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs (follow)
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* Fixed rezzing coalesced objects from a prim's inventoryOren Hurvitz2013-10-151-4/+6
| | | | Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-311-0/+13
| | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
* Add number of inventory items to information displayed via "show part" ↵Justin Clark-Casey (justincc)2012-10-181-3/+11
| | | | console command
* When an attachment is detached to inv or derezzed, stop the scripts, update ↵Justin Clark-Casey (justincc)2012-07-101-2/+13
| | | | | | the known item with script state still in the script engine and then remove the scripts. This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
* Log how many scripts are candidates for starting and how many are actually ↵Justin Clark-Casey (justincc)2012-06-201-3/+16
| | | | | | started. Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
* refactor: replace LSL_Api.InventoryKey(string) largely with ↵Justin Clark-Casey (justincc)2012-05-261-0/+13
| | | | | | SceneObjectPartInventory.GetInventoryItem(string) Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
* Mantis 55025 Implement script time.Talun2012-04-121-1/+11
| | | | Signed-off-by: nebadon <michael@osgrid.org>
* Mantis5502 implementation of some of the new constantsTalun2012-04-091-0/+10
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Add llGiveInventory() test from object to object where both objects are ↵Justin Clark-Casey (justincc)2012-03-221-1/+10
| | | | owned by the same user.
* Make prim inventories a bit more saneMelanie2010-12-211-7/+0
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* Change the way attachments are persisted. Editing a worn attachment will nowMelanie2010-11-161-0/+1
| | | | | | | save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching.
* JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-161-0/+9
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* * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-121-1/+1
| | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-111-1/+1
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* refactor: Push item retrieval and fixing part of Scene.RezObject() down into ↵Justin Clark-Casey (justincc)2010-08-251-0/+12
| | | | SceneObjectPartInventory
* Add a parameter to prim inventory update to prevent event firingMelanie2010-04-271-0/+1
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* All scripts are now created suspended and are only unsuspended when the objectMelanie2010-04-191-0/+1
| | | | | | is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable.
* Formatting cleanup.Jeff Ames2010-02-151-1/+1
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* Add method to get all items with the same name from a particular primJustin Clark-Casey (justincc)2010-01-291-1/+12
| | | | Extend load oar test to check loading of a sound item
* Fix a problem where llDie() calls were sometimes leaving dead objects behind.Justin Clark-Casey (justincc)2010-01-251-2/+10
| | | | | | | | | | When an object was deleted, the remove script instance call was aggregating the scripting events as normal. This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket) On some occasions, the QuitPacket would be sent before the full update was dequeued and sent. In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5), a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties and cannot be removed from the viewer except by a relog. This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
* Add a data path for error messagesroot2009-12-221-0/+2
| | | | | | Committed from my other box where git is not configured properly Signed-off-by: Melanie <melanie@t-data.com>
* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-2/+0
| | | | | | | | | | pass script state and assembly again properly. Reintroduce respecting tht TrustBinaries flag. Changes the interregion protocol! No version bump because it was broken anyway, so with a version mismatch it will simply stay broken, but not crash. Region corssing still doesn't work because there is still monkey business with both rezzed prims being pushed across a border and attached prims when walking across a border. Teleport is untested by may work.
* Remove GetAssemblyName and friends from the SE interface. It's now handledMelanie2009-11-261-6/+0
| | | | internally
* Formatting cleanup.Jeff Ames2009-10-011-3/+3
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* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+2
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * optimized usings.lbsa712009-02-121-6/+0
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* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+207
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!