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path: root/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs (follow)
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* 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
| | | | can be found
* 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.)
* * refactor: call some EventManager triggers directly rather than through sceneJustin Clarke Casey2009-03-271-2/+8
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* Move a check for null PhysActor in applyImpulse so that attachments can move ↵idb2009-03-211-9/+9
| | | | | | | avatars. Fixes Mantis #3160
* Correct casts so that the target id in the at_target event matches the ↵idb2009-03-071-8/+5
| | | | | | | original target id. Fixes Mantis #2861
* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-0/+31
| | | | | | | | | | llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
* * Replace some string to byte conversions for object/item name/description ↵Justin Clarke Casey2009-03-051-1/+0
| | | | fields with the LLUtil function that prevents the max string size from being breached
* * minor: Remove most mono compiler warningsJustin Clarke Casey2009-02-251-2/+2
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* * Experimental softening of SOG waiting for update on link - changing from ↵lbsa712009-02-251-3/+3
| | | | abort to forced update.
* * Performance Changes:Adam Frisby2009-02-231-2/+2
| | | | | | | * Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity. * Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled. * MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-1/+1
| | | | | | | | | * 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.
* * Renamed and encapsulated m_sceneGraph as SceneGraph for ccclbsa712009-02-201-3/+3
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* * minor: comment out a few more [de]serialization sog timing messagesJustin Clarke Casey2009-02-181-3/+3
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* * refactor: remove AssetCache field hanging off SceneJustin Clarke Casey2009-02-161-1/+2
| | | | | | * This is always available at Scene.CommsManager.AssetCache
* * minor: remove some mono compiler warningsJustin Clarke Casey2009-02-111-1/+1
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* Fixes the problem of attachment offset after crossings/TPs. Hopefully it ↵diva2009-02-101-0/+4
| | | | fixes mantis #3126, as well as other random displacements. The problem was that the new object at the receiving region was being marked as attachment before AttachObject was called. That made its AbsolutePosition be the position of the avie, and that was what was being given to AttachObject.
* * minor: Remove SOG XML2 serialization log messages for nowJustin Clarke Casey2009-02-101-3/+2
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* Moved prim crossing out of OGS1 and into RESTComms and ↵diva2009-02-091-1/+28
| | | | | | | | | | 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.
* a last set of files that seem to have embedded ^M in themSean Dague2009-02-091-7/+7
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* * Once again, fixing linked prim collisions by putting AbsolutePosition = ↵Teravus Ovares2009-02-081-1/+23
| | | | | | | AbsolutePosition; back in the linking routine. Why was it removed? It's critical to the physics scene. * Fixes mantis #3108
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+3012
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!