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path: root/OpenSim/Region/Framework/Scenes/SceneGraph.cs (follow)
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* Explicitly set the changed status of the prim groups affected in a delinkMelanie Thielker2009-06-021-0/+1
| | | | | | Mantis #2484
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Add a tweakable for the prim queue preloadMelanie Thielker2009-05-011-0/+1
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* Again, completely revamp the unlink code to finally allow unlinking Melanie Thielker2009-04-291-79/+81
| | | | | | | | arbitrary combinations of root and child prims from one or multiple link sets. Please test throughly and consider things UNSTABLE until this is proven out.
* Formatting cleanup.Jeff Ames2009-04-141-5/+5
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* Thank you, dslake, for a patch that converts many of the linear searchesMelanie Thielker2009-04-121-241/+197
| | | | | | | | in SceneGraph to fast dictionary lookups. Includes a regression fix for attachments by myself. Fixes Mantis #3312
* Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Dragnlin2009-04-101-0/+41
| | | | | | | | | | | | | | Addresses Mantis #3381 The current implementation works as expected if the object has no rotation or only rotation around the Z axis; you can spin the object left or right (around the world Z axis). It works a little unexpectedly if the object has a non-Z-axis rotation; in this case the body is spun about its local Z axis, not the world Z-axis. (But SL also behaves oddly with a spin on an arbitrarily rotated object.)
* * Implements retrieving child primitives via World.Objects[id] (MRM)Adam Frisby2009-04-091-0/+3
| | | | | | * Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core) * Updates Test MRM.
* * refactor: Move god related methods in Scene out to a moduleJustin Clarke Casey2009-03-301-1/+1
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* Change DropObject to public. Fixes Mantis #3314Melanie Thielker2009-03-201-1/+1
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-03-101-0/+17
| | | | | | This commit fixes the attachment position problem described in OpenSim Mantis 2841 (and a couple of duplicate tickets).
* This started as way to correct Mantis #3158, which I believe should be fixed ↵diva2009-02-151-1/+1
| | | | now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
* Moved prim crossing out of OGS1 and into RESTComms and ↵diva2009-02-091-0/+1
| | | | | | | | | | 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.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+1814
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!