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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs (unfollow)
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2010-07-20Fix a few permissions vulnerability. Owners could cause permissionsMelanie Thielker1-0/+7
escalation on items contained in prims using a hacked viewer
2010-06-19Hunting for the problem in #4777Diva Canto1-0/+4
2010-06-01Change the handling of CreateSelected. Only send it on real creation, notMelanie Thielker1-1/+2
for each prim coming into view.
2010-05-31Fix create selection getting overwritten by multiple updates for the same prim.Melanie Thielker1-1/+8
2010-05-28Simplify AddFullUpdateToAvatars()/AddPartialUpdateToAvatars() by calling the ↵Justin Clark-Casey (justincc)1-2/+5
object's corresponding single avatar update method, rather than calling the sceneviewer directly
2010-05-24Change the way alpha is interpreted on prim text. Manris #4723Melanie1-1/+1
2010-05-12* Initial commit of the slimupdates2 rewrite. This pass maintains the ↵unknown1-13/+23
original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
2010-03-19Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, ↵Dan Lake1-1/+1
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
2010-03-19Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵Dan Lake1-9/+10
GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
2010-03-17Inconsistent locking of ScenePresence array in SceneGraph. Fixed by ↵Dan Lake1-50/+32
eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class. This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
2010-03-12* Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman1-0/+1
enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
2010-03-10Formatting cleanup. Add copyright notices.Jeff Ames1-1/+1
2010-03-06- implementing server 1.38 functionsunknown1-0/+5
Signed-off-by: Melanie <melanie@t-data.com>
2010-03-03compiler warnings revealed that public PlaySoundSlavePrims properties were ↵Justin Clark-Casey (justincc)1-2/+2
changing the wrong protected fields. correcting these may resolve the sound problems seen recently on the mailing list, though not guaranteed.
2010-03-03refactor: push sog.SendPartFullUpdate() down into sop where it better belongsJustin Clark-Casey (justincc)1-12/+39
no functional changes
2010-02-15Formatting cleanup.Jeff Ames1-1/+1
2010-02-14Revolution is on the roll again! :)Revolution1-28/+312
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
2010-02-04minor: one method docJustin Clark-Casey (justincc)1-3/+7
2010-02-03add an IsRoot property to sopJustin Clark-Casey (justincc)1-0/+9
2010-02-03allow terrain collision events after regular collision checkradams11-3/+3
Signed-off-by: Melanie <melanie@t-data.com>
2010-02-02minor: add method doc to sop.SetScriptEvents()Justin Clark-Casey (justincc)1-0/+5
2010-02-01minor: rename GetScriptPrimType() to GetPrimType()Justin Clark-Casey (justincc)1-2/+2
2010-02-01move hollow sphere faces bug back up to LSL_Api.csJustin Clark-Casey (justincc)1-1/+1
2010-02-01remove now duplicated shape code from LSL_Api.csJustin Clark-Casey (justincc)1-4/+4
2010-02-01Copy prim face color setting code from LSL_Api down into SOP so that non-LSL ↵Justin Clark-Casey (justincc)1-0/+192
callers can use it
2010-01-25Fix a problem where llDie() calls were sometimes leaving dead objects behind.Justin Clark-Casey (justincc)1-1/+11
When an object was deleted, the remove script instance call was aggregating the scripting events as normal. This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket) On some occasions, the QuitPacket would be sent before the full update was dequeued and sent. In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5), a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties and cannot be removed from the viewer except by a relog. This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
2010-01-11Whitespace cleanupMelanie1-17/+17
2010-01-11Adds llRotTarget and the events at_rot_target and not_at_rot_target.Revolution1-0/+17
Signed-off-by: Melanie <melanie@t-data.com>
2010-01-10Clean CRs from previous patchMelanie1-67/+67
2010-01-10Adds land collision events.Revolution1-10/+128
CRs cleaned from patch Signed-off-by: Melanie <melanie@t-data.com>
2010-01-09Fixes prim to prim collision.Revolution1-3/+3
Signed-off-by: Melanie <melanie@t-data.com>
2010-01-07Fixes the Collision errors and adds more to llGetStatusRevolution1-45/+74
Signed-off-by: Melanie <melanie@t-data.com>
2010-01-07Fixes the Collision errors and adds more to llGetStatusRevolution1-45/+74
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-21/+21
2009-12-31Readds llCollisionFilter and adds llPassCollision.Revolution1-62/+265
Applied with whitespace cleanup Signed-off-by: Melanie <melanie@t-data.com>
2009-12-31Readds llCollisionFilter and adds llPassCollision.Revolution1-62/+265
Applied with whitespace cleanup Signed-off-by: Melanie <melanie@t-data.com>
2009-12-31This patch caused serialization errors and needs to be reexaminedMelanie1-271/+63
Revert "[PATCH] Adds llCollisionFilter" This reverts commit eab2b4c6a96cd5b2a0f079f27a9c2ac15273d3f0.
2009-12-31[PATCH] Adds llCollisionFilterMelanie1-63/+271
Thank you, Revolution. Applied with minor changes.
2009-12-22Glue code for a couple of new LSL function implementationsMelanie1-0/+12
2009-11-26Remove the old (Remoting) region crossing code. Fix the new code toMelanie1-5/+0
pass script state and assembly again properly. Reintroduce respecting tht TrustBinaries flag. Changes the interregion protocol! No version bump because it was broken anyway, so with a version mismatch it will simply stay broken, but not crash. Region corssing still doesn't work because there is still monkey business with both rezzed prims being pushed across a border and attached prims when walking across a border. Teleport is untested by may work.
2009-11-21* Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)1-0/+1
normally again.
2009-11-21* Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)1-0/+3
one fixes the situation where the object on the server is moving but no updates are being sent.
2009-11-09* Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman1-3/+1
AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-04Initialize SceneObjectPart.RotationOffset to Quaternion.IdentityJohn Hurliman1-1/+1
2009-11-02Fixing race conditions in the SceneObjectPart propertiesJohn Hurliman1-56/+53
2009-11-02Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman1-13/+7
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-1/+1
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman1-3/+2
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman1-7/+8
default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-1/+1
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures