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path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs (follow)
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* Merge branch 'master' into vehiclesMelanie2009-10-011-20/+36
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| * 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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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-09-301-13/+18
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| | * Formatting cleanup.Jeff Ames2009-10-011-12/+12
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| * | * Adding Scale to EntityBase * Fixing the incorrect initialization of ↵John Hurliman2009-09-161-7/+23
| | | | | | | | | | | | EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
* | | Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-301-1/+6
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| * | * Does a full battery of tests to ensure that the object isn't an attachment ↵Teravus Ovares (Dan Olivares)2009-09-251-1/+6
| |/ | | | | | | | | | | | | before border crossing * Fixes 'Inconsistent Attachment State' when teleporting into another region besides the SW most region slot on a MegaRegion. * Fixes a host of other unintended attachment border cross edge cases that lead to Inconsistent attachment state.
* | Commit initial version of KittoFlora's vehicle changesopensim2009-09-301-15/+27
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* SceneObjectGroup cleanup. Removes the default constructor and unnecessary ↵John Hurliman2009-09-161-82/+28
| | | | null checks on m_rootPart
* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-021-3/+3
| | | | | | right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
* Thank you, dslake, for a set of patches to improve OpenSim startupMelanie2009-09-021-4/+3
| | | | and idle performance.
* * Fix attachment cross issues with new borders.Teravus Ovares (Dan Olivares)2009-08-311-0/+18
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* * Switch border cross tests over to the new Border class.Teravus Ovares (Dan Olivares)2009-08-201-1/+3
| | | | * Use List<Border> for each cardinal to allow for irregular regions.
* Making attachments work again. Tons of debug more. This needs more testing ↵Diva Canto2009-08-161-0/+1
| | | | and a lot of cleaning.
* Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim into ↵Diva Canto2009-08-161-38/+13
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| * Misc cleanup.Jeff Ames2009-08-161-38/+13
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* | Changed FromAssetID to FromItemIDDiva Canto2009-08-151-9/+9
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* Added ToXml2() to ISceneObject, so that components other than regions can ↵Diva Canto2009-08-061-0/+6
| | | | use this abstraction.
* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+11
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* * minor ccclbsa712009-07-241-1/+7
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* * patch from joncTeravus Ovares2009-07-171-2/+2
| | | | | | | * Fixes scaling a group in some situations. * fixes mantis #3886 * Thanks jonc!
* fixed the bug where changing the rotation of a selection of prims in a ↵MW2009-07-171-3/+67
| | | | | | | | | linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects). This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
* Bounding Box/find rez from inventory point code now seems to be working ↵MW2009-07-151-5/+18
| | | | | | | correctly. So next step is to clean up that code and wait for bug reports.
* Yet more work on fixing the boundingbox code.MW2009-07-151-11/+21
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* More fixing of the boundingbox code.MW2009-07-151-8/+9
| | | | | Still more work needed to get linksets to rezz correctly (not in the ground)
* A attemp to fix the boundingBox code that I committed the other day.MW2009-07-151-25/+174
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* A stab at implementing llSetDamage. Not persistent.Melanie Thielker2009-07-151-0/+6
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* A commit to retrigger pandaMW2009-07-131-1/+0
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* Changed it so that when rezzing prims from inventory, a bounding box ↵MW2009-07-131-0/+53
| | | | containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
* Thank you kindly, AnakinLohner, for a patch that addresses:Charles Krinke2009-07-021-0/+18
| | | | | | | | The patch included updates the root and child prims' AttchedAvatar with the right UUID. It also cleans the AttachedAvatar properties for the root and child prims on Drop and Detach
* make methods surounding backup virtual so they could be override for server ↵Sean Dague2009-07-021-3/+3
| | | | side created objects
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* some clean up of sculpt map caching codeDahlia Trimble2009-05-291-1/+2
| | | | | remove a redundant debug message
* reinstate a hopefully more robust experimental decoded sculpt map caching schemeDahlia Trimble2009-05-291-7/+11
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* disable sculpt map caching until a better method of avoiding asset requests ↵Dahlia Trimble2009-05-291-4/+4
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* Experimental decoded sculpt map cachingDahlia Trimble2009-05-291-2/+6
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* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-2/+12
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* * refactor: move bottom part of 'xml2' serializaton to separate classJustin Clarke Casey2009-05-141-27/+0
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* * refactor: break some of xml2 serialization out of sogJustin Clarke Casey2009-05-141-13/+0
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* * break out 'xml2' deserialization from sogJustin Clarke Casey2009-05-081-72/+0
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* * refactor: break out sog original xml serialization to a separate classJustin Clarke Casey2009-05-081-49/+1
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* * refactor: Break out original xml object serialization into a separate classJustin Clarke Casey2009-05-081-92/+1
| | | | | | * No functional change
* Allow temp-on-rez prims to take part in physics (e.g. temp-on-rez bullets)Homer Horwitz2009-05-051-2/+3
| | | | | This makes re-rezzed temp-on-rez objects visible, too. Fixes Mantis #3405
* Again, completely revamp the unlink code to finally allow unlinking Melanie Thielker2009-04-291-45/+50
| | | | | | | | 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.
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-231-68/+68
| | | | | Cleanup tabs and spacing.
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-221-67/+143
| | | | | | | | Changes to enable script state persistence across non-restart serialization situations (inventory/OAR/attachments) Also fixing test cases for OAR and IAR so they don't barf with the new code.
* Thank you kindly, Marcus Llewellyn, for a patch that:Charles Krinke2009-04-221-4/+24
| | | | | | | | | | | An attachment with the physical checkbox checked will not allow the phantom checkbox to be cleared. This interfers with scripting functions such as llMoveToTarget(), which won't work while an object is phantom. If the prim containing the script is rezzed to the ground, it will then allow the phantom checlbox to be cleared, and the script works as expected.
* Formatting cleanup.Jeff Ames2009-04-141-1/+1
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* Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Dragnlin2009-04-101-0/+100
| | | | | | | | | | | | | | 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.)