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* move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)2011-08-312-2/+24
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* Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)2011-08-311-2/+5
| | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
* refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-302-0/+17
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* refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-302-0/+62
| | | | This adds an incomplete IScenePresence to match ISceneEntity
* refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-301-4/+4
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* Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-301-0/+17
| | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
* refactor: simplify DetachSingleAttachmentToGround() by retrieving the scene ↵Justin Clark-Casey (justincc)2011-08-261-2/+2
| | | | object group direct
* rename AttachmentsModule.ShowDetachInUserInventory() to ↵Justin Clark-Casey (justincc)2011-08-231-15/+7
| | | | DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
* If an attachment fails, then start logging the exception for now, in order ↵Justin Clark-Casey (justincc)2011-08-221-5/+3
| | | | | | to help with the inconsistent state bug. This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
* Add ISimulatorFeaturesModule so that other modules can register features in ↵Justin Clark-Casey (justincc)2011-08-221-0/+43
| | | | addition to the hardcoded ones.
* Add avatar and attachments to llRegionSayBlueWall2011-08-201-1/+1
| | | | | | | | | | | | llRegionSay will now message avatars on chan 0 and will message attachments on the avatar that listen on channels other than 0. This behavior is consistant with the LL implementation as tested on regions in Agni with one exception: this implementation does not include issue: https://jira.secondlife.com/browse/SCR-66?
* Add llRegionSayToBlueWall2011-08-191-0/+20
| | | | | | | llRegionSayTo(key target, integer channel, string messasge) Allows messages to be sent region-wide to a particular prim.
* Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-191-1/+36
| | | | | This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
* Fix issue where loading a new appearance onto an NPC would not remove the ↵Justin Clark-Casey (justincc)2011-08-171-1/+2
| | | | | | previous attachments from the scene. Addresses http://opensimulator.org/mantis/view.php?id=5636
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-111-2/+2
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* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-1/+4
| | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-1/+5
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-101-4/+15
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* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-092-1/+26
| | | | | | | | | | storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
* rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵Justin Clark-Casey (justincc)2011-08-031-1/+31
| | | | INPCModule
* refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-081-1/+9
| | | | CanGetAgentInventoryItem() to improve code readability
* Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)2011-07-021-0/+40
| | | | the scene presence exists
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-1/+1
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Fixed "Unknown User" listed as creator/owner on prims created with the Build ↵Diva Canto2011-06-081-0/+1
| | | | button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
* HG lures working! Friends can offer friends HG teleports via the profile. ↵Diva Canto2011-05-271-0/+3
| | | | WARNING: additional configuration for HG inis -- see *Common.ini.example
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-05-262-6/+21
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| * Add a --noassets option to "save oar".Justin Clark-Casey (justincc)2011-05-261-6/+19
| | | | | | | | | | This switch stops any assets being saved in the oar. This can be useful if you're using OAR to backup regions and you know you'll always have the original asset database available.
| * Create a method to force the script engine to save state from outsideMelanie2011-05-241-0/+2
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* | Added necessary code to drop inventory on hg friends using the profile ↵Diva Canto2011-05-241-0/+2
| | | | | | | | window, but can't test because this mechanism doesn't seem to work without a profile service.
* | Fixed permissions bug related to friends in PermissionsModule. Added ↵Diva Canto2011-05-211-1/+1
|/ | | | FriendsData[] GetFriends(string principalID) to IFriendsData and FriendInfo[] GetFriends(string PrincipalID) to IFriendsService. Refactored some more in the FriendsModule. Made client get notification of local friends permissions upon HGLogin. HG Friends object permissions work.
* Broke down Caps.cs into a generic Caps object that simply ↵Diva Canto2011-05-011-9/+5
| | | | | | | registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps. Renamed a few methods that were misnomers. Compiles but doesn't work.
* First stab at cleaning up Caps. Compiles. Untested.Diva Canto2011-04-301-0/+2
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* refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2011-04-181-1/+17
| | | | DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
* Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2011-04-052-0/+12
| | | | | | | | changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
* Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-253-223/+1
| | | | | | | counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
* Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)2011-03-251-0/+5
| | | | Not functional yet, but tests now act against this object rather than interrogating the module directly
* minor: slightly adjust previous method doc.Justin Clark-Casey (justincc)2011-03-212-2/+2
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* add method doc to IEstateDataService and IEstateDataStore interfacesJustin Clark-Casey (justincc)2011-03-212-2/+90
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* On initial region registration, if the user chooses the option to make the ↵Justin Clark-Casey (justincc)2011-03-212-0/+28
| | | | region part of an existing estate, then list the existing region names.
* Hack in a crude temporary "estate show" commandJustin Clark-Casey (justincc)2011-02-121-1/+1
| | | | | | This will show the estate for each region, along with that estate's id and the estate owner. This is temporary because the command output might change. This commit also converts the estate module from the old to the new region module format
* New command: show pending-objectsDiva Canto2011-02-061-0/+1
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* Create the structure of classes and interfaces to replace the cruft thatMelanie2011-01-291-0/+2
| | | | is in the land management module today
* Add the prim count interfacesMelanie2011-01-281-0/+53
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* Fix bumping into sim borders and check estate bans for walking crossingsMelanie2011-01-281-1/+1
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* Thank you, Goetz, for a patch to fix prim count display in cut regions.Melanie2011-01-281-0/+1
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* When an oar is loaded, do not create a default parcel before loading the ↵Justin Clark-Casey (justincc)2011-01-271-1/+4
| | | | | | | | parcels from the OAR. The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one. Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
* Fix OAR parcel loading so that old parcels are replaced by the new instead ↵Justin Clark-Casey (justincc)2011-01-271-0/+5
| | | | | | of merged. The --merge switch will still merge the old and new land parcelling.
* Add some comments on ILandObject.StartPoint and EndPointJustin Clark-Casey (justincc)2011-01-261-0/+10
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* Implement command "land show". This shows all the parcels on the currently ↵Justin Clark-Casey (justincc)2011-01-261-0/+4
| | | | | | selected region/s This is useful for diagnostics. The command is "land show" rather than "show land" because it's implemented as a module specific subcommand.
* Removed unused code -- this was the previous version of UDP texture sending, ↵Diva Canto2010-12-231-58/+0
| | | | which now lives entirely in LindenUDP space.