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path: root/OpenSim/Region/Framework/Scenes/EntityBase.cs (follow)
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* Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)2011-10-011-5/+0
| | | | | SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be,
* Remove setter from SP.OffsetPosition, since all sets should flow through ↵Justin Clark-Casey (justincc)2011-09-161-2/+9
| | | | | | SP.AbsolutePosition OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
* refactor: simplify EntityBase.IsDeleted propertyJustin Clark-Casey (justincc)2011-08-241-6/+1
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* Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-071-0/+1
| | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* Removed abstract SetText method from EntityBase to make cleaner API.Mikko Pallari2010-08-101-2/+0
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* * Moving all of the prioritization/reprioritization code into a new file ↵John Hurliman2010-05-211-1/+2
| | | | | | | Prioritizer.cs * Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now * Improved the distance and front back policies to always give your avatar the highest priority
* Removing EntityBase.RotationJohn Hurliman2009-11-041-14/+0
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* Revert "* Adding Scale to EntityBase * Fixing the incorrect initialization ↵Melanie2009-10-021-11/+7
| | | | | | of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity" This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-09-301-1/+1
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| * Formatting cleanup.Jeff Ames2009-10-011-1/+1
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* | * Adding Scale to EntityBase * Fixing the incorrect initialization of ↵John Hurliman2009-09-161-7/+11
|/ | | | EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * remove now unused serialization codeJustin Clarke Casey2009-03-051-82/+1
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* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-2/+2
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+253
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!