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* * refactor: move media and music url setting from scene into LandObjectJustin Clarke Casey2009-03-051-1/+12
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* * simplify media and music url setting since we never get back a null land ↵Justin Clarke Casey2009-03-051-0/+15
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* Fixes Mantis #3255. Thank you kindly, MCortez, for a patch that:Charles Krinke2009-03-051-4/+5
| | | | | | | | | | Changes to IWindModule interface: Change from assuming a single array of 256 Vector2 values to a lookup function that takes region x, y, z and returns a Vector3 * Changed llWind() to use new lookup method of IWindModule * Moved logic for determining the wind at a given point in the data array from llWind() to the Wind Module itself.
* Revert previous commitMelanie Thielker2009-02-201-6/+1
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* Committing interface and stubs for IM interceptionMelanie Thielker2009-02-201-1/+6
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* reverted last revision, until we decide how to handle capturing IM'sMW2009-02-191-4/+1
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* Added a event to IMessageTransferModule (and MessageTransferModule) so that ↵MW2009-02-191-0/+3
| | | | other modules can capture IM messages and do custom handling of them. As just attaching to Client IM events doesn't really support this, as they would still get routed through the normal process and could give back errors.
* From: Christopher Yeoh <yeohc@au1.ibm.com>Sean Dague2009-02-181-0/+4
| | | | | | | | | | | | | | The attached patch implements osGetDrawStringSize that looks like: vector osGetDrawStringSize(string contentType, string text, string fontName, int fontSize) in LSL. It is meant to be used in conjunction with the osDraw* functions. It returns accurate information on the size that a given string will be rendered given the specified font and font size. This allows for nicely formatted and positioned text on the generated image.
* Adds support for preserving animations on region crossings and TPs. diva2009-02-181-0/+1
| | | | | | | Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine). Untested: did not test animation overriders; only tested playing animations from the viewer.
* * Establish InventoryArchiveSaved event for unit testsJustin Clarke Casey2009-02-171-2/+20
| | | | | | * This is done on the inventory archiver module directly rather than Scene.EventManager - the module seems the more appropriate location
* Moved RegionUp to REST/LocalComms. The original functionality has been ↵diva2009-02-141-1/+22
| | | | entirely maintained, although it will have to be revisited soon, because it's buggy.
* * add file missing from last commitJustin Clarke Casey2009-02-131-0/+34
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* Add copyright headers. Minor formatting cleanup. Fix some compiler ↵Jeff Ames2009-02-131-0/+27
| | | | warnings. Fix some m_log declarations.
* Bug fix in prim crossing: making it clear when the local object needs to be ↵diva2009-02-131-1/+1
| | | | cloned (regions on the same instance) and when it doesn't (regions on different instances).
* large scale fix for svn props after "the great refactor"Sean Dague2009-02-121-2/+2
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* * optimized usings.lbsa712009-02-1223-43/+7
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* * Refactor inventory archive code to allow direct invocation in order to ↵Justin Clarke Casey2009-02-111-0/+52
| | | | | | | | support future unit tests * Add a file I missed out from the last commit (the build was probably fine without it)
* * Implement merging of oars in codeJustin Clarke Casey2009-02-101-2/+28
| | | | | | * Not fully tested yet and not yet available as an option from the user console
* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-102-3/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
* Moved prim crossing out of OGS1 and into RESTComms and ↵diva2009-02-092-0/+19
| | | | | | | | | | LocalInterregionComms. This breaks interregion comms with older versions in what concerns prim crossing. In the process of moving the comms, a few things seem to be working better, namely this may address mantis #3011, mantis #1698. Hopefully, this doesn't break anything else. But I'm still seeing weirdnesses with attchments jumping out of place after a cross/TP. The two most notable changes in the crossing process were: * Object gets passed in only one message, not two as done before. * Local object crossings do not get serialized, as done before.
* Replace the console for all OpenSim apps with a new console featuring commandMelanie Thielker2009-02-071-0/+1
| | | | | | | | | line editing, context sensitive help (press ? at any time), command line history, a new plugin command system and new appender features thet let you type while the console is scrolling. Seamlessly integrates the ICommander interfaces.
* * Implement help <command> from the region consoleJustin Clarke Casey2009-02-061-0/+7
| | | | | | | * So at the moment once can type 'help terrain fill' as well as 'terrain fill help' * Current implementation is a transient hack that should be tidied up soon
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-0639-0/+2422
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!