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* Step one of estate settings sharing - port the Avination Estate module ↵Melanie2013-05-071-2/+3
| | | | (complete module) as changes are too extensive to apply manually
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-05-061-9/+102
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| * On startup, start scenes after we're set up all local scenes, rather than ↵Justin Clark-Casey (justincc)2013-05-031-2/+14
| | | | | | | | | | | | | | starting scenes before others have been created. This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created. http://opensimulator.org/mantis/view.php?id=6618
| * Some more pieces of Avination's ban system - if an avatar isn't allowed on anyMelanie2013-04-291-7/+88
| | | | | | | | parcel in the sim, keep them out entirely.
* | Minor reordering of operations on NewUserConnection. The agent circuit needs ↵Diva Canto2013-05-061-5/+17
|/ | | | to be added earlier for some of the checks to work correctly.
* Add Avination's support for parcel eject and freezeMelanie2013-04-251-15/+25
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* Fix taking (and rezzing) of coalesced objects in the non-root subregions of ↵Justin Clark-Casey (justincc)2013-04-061-6/+6
| | | | | | | | | megaregions. This fixes the combined bounding box location for regions bigger than 256x256. It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead. It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region. Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks!
* Fix bug where CHANGED_REGION and/or CHANGED_TELEPORT weren't firing for ↵Justin Clark-Casey (justincc)2013-03-291-1/+4
| | | | | | | | scripts in attachments. This was because the script resumption in AttachmentsModule was firing the attach event instead. Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal. This is to resolve http://opensimulator.org/mantis/view.php?id=6578
* minor: comment out unused Scene.AgentCrossing() to reduce code complexityJustin Clark-Casey (justincc)2013-03-281-27/+27
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* Move the simulator-side RezAttachments call on login to SP.MakeRootAgent ↵Justin Clark-Casey (justincc)2013-03-281-28/+0
| | | | | | | | with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary. This is to simplify the code (no tricky 'wasChild' signalling required) and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers) and the viewer-side attaching the v3 viewers perform.
* Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-261-0/+1
| | | | with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* Add "show borders" command to show the borders of a region.Justin Clark-Casey (justincc)2013-03-231-1/+0
| | | | | This is relevant to mega-regions where the borders are very different to a regular region. Also adds some method doc and other code comments.
* minor: don't bother with the pause before rezzing attachments if we are ↵Justin Clark-Casey (justincc)2013-03-201-1/+15
| | | | | | running regression tests (fire and forget calls launched on the same thread). Also adds code comments as to why this pause exists.
* Insert a short delay on the simulator side rezzing of attachments in order ↵Justin Clark-Casey (justincc)2013-03-201-1/+1
| | | | | | | | | to fix viewer 3 issues if its own rezzing actions on login collide with the simulator side actions. This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar. This doesn't affect version 1 viewers since this delay is shorter than the login delay. This doesn't increase the login time since this part of the process was already being performed asynchronously. This may be a temporary solution.
* Multiattach, part 1Melanie2013-03-181-1/+1
| | | | | | | | | | | | Conflicts: OpenSim/Framework/AvatarAppearance.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
* Move AllowedClients and BannedClients section to new [AccessControl] section ↵Justin Clark-Casey (justincc)2013-03-021-2/+10
| | | | | | | in OpenSim.ini from [Startup] This change also corrects the setting names - they were actually wrong (though the text in {} was correct). If there are settings in [Startup] they will continue to be used and anything there will override settings in [AccessControl]
* Move map related settings from [Startup] to a new [Map] section in OpenSim.iniJustin Clark-Casey (justincc)2013-02-251-2/+9
| | | | | | | Existing map settings in [Startup] will continue to work, and if present will override anything in [Map] However, the proper place for such settings would now be [Map] This is to reduce the use of [Startup] as a bag for non-generic settings which should really go in sections, in common with other settings. This commit also extends Diva's previous work to allow a default setting to be given when looking at multiple sections for settings.
* Fix teleport/telehub issue:BlueWall2013-02-101-2/+7
| | | | Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
* Remove long unused Scene.DumpAssetsToFile boolean.Justin Clark-Casey (justincc)2013-02-061-5/+0
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* Remove unused ScriptEngineLoader and ScriptEngineInterface in ↵Justin Clark-Casey (justincc)2013-02-061-11/+0
| | | | | | OpenSim.Region.Framework.dll I believe this predates the generic system of registering interfaces and is very long unused.
* Whitespace fix and removing unneccessary parenthesesMelanie2013-01-311-1/+1
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* Allow use of MaptileStaticUUID in Regions.ini to override the global setting ↵Jak Daniels2013-01-301-1/+6
| | | | | | in OpenSim.ini for each region. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+13
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* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-181-0/+5
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-101-94/+59
| | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
* refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)2013-01-101-10/+1
| | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.
* Add "debug scene pbackup true|false" console command. This enables or ↵Justin Clark-Casey (justincc)2013-01-101-9/+30
| | | | | | disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown.
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-021-27/+1
| | | | inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
* minor: Put Scene.PhysicsRequestAsset() into standard C# xml format.Justin Clark-Casey (justincc)2012-12-041-4/+11
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* minor: Make note in log if scene was restarted due to an unrecoverable ↵Justin Clark-Casey (justincc)2012-11-231-1/+6
| | | | physics error
* Fix problem where restarting the currently selected region would stop ↵Justin Clark-Casey (justincc)2012-11-231-8/+2
| | | | | | various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
* Remove the old style module loader and all references to itMelanie2012-11-121-3/+1
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* Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)2012-10-301-5/+9
| | | | actually are any targets.
* Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)2012-10-291-2/+3
| | | | | | This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
* Deep copy the collection of at_target objects so it can't be modified whileMelanie2012-10-281-2/+5
| | | | it's being iterated
* Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)2012-10-261-11/+13
| | | | | | since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft.
* minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)2012-10-251-0/+6
| | | | | | instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
* In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2012-10-251-6/+8
| | | | | | | | script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
* Allow "show object", "show part", "dump object" and "delete object" to ↵Justin Clark-Casey (justincc)2012-10-241-1/+12
| | | | | | accept a local ID as well as a UUID. This means that the sub-commands are now id rather than uuid, e.g. show object id
* minor: Add/correct some doc messages associated with entity teleport.Justin Clark-Casey (justincc)2012-10-161-2/+3
| | | | | | I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context - viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
* Fix problems with regression tests by allowing invoke of Update() with a ↵Justin Clark-Casey (justincc)2012-10-121-3/+4
| | | | finite number of frames even if the scene isn't active.
* Add "active true|false" to "debug scene" console command.Justin Clark-Casey (justincc)2012-10-121-3/+37
| | | | This allows the scene update and maintenance loops to be started and stopped for debug purposes.
* Lock on AgentCircuitData during Scene.AddClient() and RemoveClient() to ↵Justin Clark-Casey (justincc)2012-10-101-201/+256
| | | | | | prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established. This should remove the need to run the console command "kick user --force" when these connections are left around.
* minor: elaborate method doc on Scene.NewUserConnection()Justin Clark-Casey (justincc)2012-10-091-6/+13
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* Trigger ObjectAddedToScene when loading objects from oarfile. Already ↵Dan Lake2012-10-051-1/+8
| | | | triggers when creating, duplicating or loading from database, incoming attachments, etc
* Forgot to actually remove the packetpool set code from scene.Justin Clark-Casey (justincc)2012-10-051-7/+0
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* Prevent the ExtraSettings code from crashing SQLite driven sims.Melanie2012-10-021-0/+6
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* Add MaxPrimsUndo config setting to [Startup] section of OpenSim.ini.Justin Clark-Casey (justincc)2012-09-271-3/+2
| | | | | | This controls how many undo steps the simulator will store for each prim. Default is now 20 rather than 5 as it briefly was. The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
* Enforce existing 5 action hardcoded undo limit.Justin Clark-Casey (justincc)2012-09-261-1/+5
| | | | | | | This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source. This commit enforces that limit, which will soon become configurable. Regression test for undo limit added Should help with http://opensimulator.org/mantis/view.php?id=6279
* Make ResendAppearanceUpdates = true by default in [Appearance] in ↵Justin Clark-Casey (justincc)2012-09-201-0/+2
| | | | | | | | | OpenSimDefaults.ini. This resends appearance uuids to avatars in the scene once a minute. I have seen this help in the past resolve grey appearance problems where viewers have for unknown reasons sometimes ignored the packet. The overhead is very small since only the UUIDs are sent - the viewer then requests the texture only if it does not have it cached. This setting will not help with cloudy avatars which are usually due to the viewer not uploading baked texture data or uploading something that isn't valid JPEG2000