Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Documenting object-related events | SignpostMarv | 2012-09-24 | 1 | -0/+43 |
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* | Documenting LSL script-related events | SignpostMarv | 2012-09-24 | 1 | -2/+147 |
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* | Documenting non-LSL script-related events | SignpostMarv | 2012-09-22 | 1 | -0/+52 |
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* | Documentation of teleport-related events | SignpostMarv | 2012-09-20 | 1 | -0/+19 |
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* | minor tweaks to existing comments for IDE goodness | SignpostMarv | 2012-09-20 | 1 | -4/+7 |
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* | Documentation of agent-related events | SignpostMarv | 2012-09-20 | 1 | -1/+34 |
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* | Documentation of object-related events | SignpostMarv | 2012-09-20 | 1 | -1/+38 |
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* | Documentation of OnPluginConsole | SignpostMarv | 2012-09-20 | 1 | -0/+16 |
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* | Support multi-region OAR files | Oren Hurvitz | 2012-09-14 | 1 | -3/+3 |
| | | | | Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end. | ||||
* | Documentation of parcel-related events | SignpostMarv | 2012-09-13 | 1 | -0/+44 |
| | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | ||||
* | Documentation of economy-related EventManager events | SignpostMarv | 2012-09-12 | 1 | -0/+21 |
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* | documentation (OnSceneObjectPartCopy) | SignpostMarv | 2012-09-11 | 1 | -0/+3 |
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* | documentation (OnRemovePresence) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | documentation (OnNewPresence) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | documentation (OnClientConnect) | SignpostMarv | 2012-09-11 | 1 | -0/+9 |
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* | documentation (OnBackup) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | documentation (OnTerrainTick) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | documentation (OnTerrainTainted) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | documentation (OnClientMovement) | SignpostMarv | 2012-09-11 | 1 | -0/+7 |
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* | Documenting some of the events on ↵ | SignpostMarv | 2012-09-11 | 1 | -0/+8 |
| | | | | OpenSim.Region.Framework.Scenes.EventManager (OnFrame) | ||||
* | Add support for the extra params to scene and the event manager | Melanie | 2012-08-15 | 1 | -0/+23 |
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* | Make SceneManager.OnRegionsReadyStatusChange event available. | Justin Clark-Casey (justincc) | 2012-07-25 | 1 | -6/+5 |
| | | | | | This is fired when all regions are ready or when at least one region becomes not ready. Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange | ||||
* | Add EventManager.OnRegionLoginsStatusChange fired whenever logins are ↵ | Justin Clark-Casey (justincc) | 2012-07-19 | 1 | -10/+11 |
| | | | | | | | enabled or disabled at any point, not just during initial startup. This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled and was affected by a bug where it would never fire if the region started with logins disabled. | ||||
* | Perform other region ready actions even if simulator is configured to leave ↵ | Justin Clark-Casey (justincc) | 2012-07-18 | 1 | -1/+1 |
| | | | | logins disabled on startup. | ||||
* | Establish EventManager.OnRegionReady event. This will only be triggerred ↵ | Justin Clark-Casey (justincc) | 2012-07-18 | 1 | -3/+34 |
| | | | | | | once when the region is ready. Switch MapImageServiceModule to use this. | ||||
* | Pass entire scene object in OnLoginsEnabled event rather than just the ↵ | Justin Clark-Casey (justincc) | 2012-07-18 | 1 | -4/+3 |
| | | | | | | region name. This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed | ||||
* | Correct the delegate specification in EventManager.TriggerTerrainTainted. ↵ | Robert Adams | 2012-06-04 | 1 | -1/+1 |
| | | | | Looks like the wrong one was cut and pasted. | ||||
* | Add even for terrain tainting and synchronize terrain module with physics ↵ | Dan Lake | 2012-05-10 | 1 | -0/+25 |
| | | | | scene before physics simulation step rather than after | ||||
* | Trigger event when scene presences are updated | Dan Lake | 2012-05-08 | 1 | -0/+24 |
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* | Moved the inventory manipulation from HGEntityTransferModule to ↵ | Diva Canto | 2012-04-06 | 1 | -0/+49 |
| | | | | HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway. | ||||
* | Add back parts of reverted changes that were not concerned with child agent ↵ | Justin Clark-Casey (justincc) | 2012-03-29 | 1 | -1/+2 |
| | | | | | | | caching. This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin() Also add a code comment as to why we're caching friend information for child agents. | ||||
* | Revert "Simplify friends caching by only doing this for root agents - no ↵ | Justin Clark-Casey (justincc) | 2012-03-29 | 1 | -2/+1 |
| | | | | | | | | functions require caching for child agents." We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators. This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a. | ||||
* | Simplify friends caching by only doing this for root agents - no functions ↵ | Justin Clark-Casey (justincc) | 2012-03-28 | 1 | -1/+2 |
| | | | | | | | | require caching for child agents. This allows us to avoid unnecessary multiple calls to the friends service. All friends functions originate from the root agent and only go to other root agents in existing code. This also allows us to eliminate complex ref counting. | ||||
* | minor: Add some documentation to OnNewClient and OnClientClosed events | Justin Clark-Casey (justincc) | 2012-03-28 | 1 | -2/+10 |
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* | Add some doc about the EventManager.OnLoginsEnabled event. | Justin Clark-Casey (justincc) | 2012-03-19 | 1 | -0/+7 |
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* | Add documentation to make more explicit the difference between OnRezScript ↵ | Justin Clark-Casey (justincc) | 2012-03-07 | 1 | -5/+20 |
| | | | | | | | and OnNewScript in the event manager OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.) | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Dan Lake | 2012-02-17 | 1 | -3/+55 |
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| * | Add new and updated script events | Robert Adams | 2012-02-17 | 1 | -3/+55 |
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* | | Added the TriggerAvatarAppearanceChanged to EventManager. It's triggered by ↵ | Dan Lake | 2012-02-17 | 1 | -0/+24 |
|/ | | | | AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set). | ||||
* | Add event RegionHeartbeatEnd for modules interested in coordinating activity ↵ | Dan Lake | 2012-02-01 | 1 | -0/+24 |
| | | | | with region heartbeats | ||||
* | Trigger event when prims are scheduled for an update. This gives modules ↵ | Dan Lake | 2012-01-19 | 1 | -0/+24 |
| | | | | early access to changed parameters. | ||||
* | Added EventManager.OnRegionStarted which is triggered when Heartbeat is started. | Dan Lake | 2012-01-04 | 1 | -0/+24 |
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* | Don't pass on ChaneWaterHeight event from EventManager is new water height ↵ | Justin Clark-Casey (justincc) | 2011-12-16 | 1 | -0/+6 |
| | | | | | | | is less than 0 This is to stop bad values and subsequent viewer crashes. Thanks to Michelle Argus for this patch. | ||||
* | If the entire simulator is shutting down then don't bother to unload the ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -10/+16 |
| | | | | | | | scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker. | ||||
* | Add comments about trying to avoid synchronous work off the ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -4/+9 |
| | | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another. | ||||
* | For clients that are entering a simulator from initial login, stop executing ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -4/+6 |
| | | | | | | | | FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient. | ||||
* | Do a partial fix/implementation of OSSL osNpcMoveTo() | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -6/+5 |
| | | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed. | ||||
* | Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so ↵ | Diva Canto | 2011-06-08 | 1 | -0/+24 |
| | | | | that they know when the scene's objects have been loaded from the DB. | ||||
* | Adding an event to signal that logins are enabled | BlueWall | 2011-05-28 | 1 | -0/+24 |
| | | | | Added an event to signal the eabling of logins and added an alert to send to a configured service. | ||||
* | Add an event for an orderly region shutdown that fires once per region before | Melanie | 2011-05-24 | 1 | -0/+25 |
| | | | | the SceneGraph is torn down. |