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path: root/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs (follow)
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* | Make the "notecard saved" text appear in the saver rather than the notecard ↵Justin Clark-Casey (justincc)2010-04-191-10/+0
|/ | | | | | | owner, if the notecard is saved by a permitted group member This means moving the alert up to a place where the IClientAPI is available. One can also argue that such client messages shouldn't be sent directly from the scene data model
* Partially implement share with group option for object inventory itemsJustin Clark-Casey (justincc)2010-04-051-1/+9
| | | | | | If serverside permissions are off then this works as expected. Previously, it was impossible for more than one person to edit such items even if permissions were off. If serverside permissions are on then this works as expected if the object was created by an avatar who had the required group active. However, if the group for the object is later set then the contained item is still not editable. This may be linked to a wider bug where the object is still not modifiable by the group anyway
* move linden notecard parsing from LSL_Api.cs to SLUtil so that region ↵Justin Clark-Casey (justincc)2010-03-041-1/+0
| | | | modules can use it
* Merge branch 'master' into presence-refactorMelanie2010-02-221-3/+3
|\ | | | | | | This brings presence-refactor up to master again
| * Formatting cleanup.Jeff Ames2010-02-151-3/+3
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* | Merge branch 'master' into presence-refactorMelanie2010-02-081-92/+173
|\ \ | |/ | | | | | | This was a large, heavily conflicted merge and things MAY have got broken. Please check!
| * minor: remove a couple of mono warningsJustin Clark-Casey (justincc)2010-02-031-2/+0
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| * improve locking of m_items in SceneObjectPartInventoryJustin Clark-Casey (justincc)2010-01-291-85/+133
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| * Add method to get all items with the same name from a particular primJustin Clark-Casey (justincc)2010-01-291-1/+25
| | | | | | | | Extend load oar test to check loading of a sound item
| * Fix a problem where llDie() calls were sometimes leaving dead objects behind.Justin Clark-Casey (justincc)2010-01-251-5/+16
| | | | | | | | | | | | | | | | | | | | 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.
* | OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted.Diva Canto2010-01-111-1/+0
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* Add a data path for error messagesroot2009-12-221-0/+22
| | | | | | Committed from my other box where git is not configured properly Signed-off-by: Melanie <melanie@t-data.com>
* When a script has been loaded, remove it's state entry, so recompilingMelanie2009-12-211-0/+1
| | | | doesn't pick up the old state again.
* Script State Fix: Part 2Melanie2009-12-211-7/+48
| | | | | | Change the reader to wrap old-style definitions in new style wrappers. Change importer to not check irrelevant data that can't be reconstructed This removes the last bit of knowledge of XEngine's .state files from core.
* Add position and region of prim items with missing assets in log reportsJustin Clark-Casey (justincc)2009-12-021-10/+15
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* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-25/+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.
* Remove GetAssemblyName and friends from the SE interface. It's now handledMelanie2009-11-261-30/+0
| | | | internally
* * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman2009-10-201-10/+16
| | | | | | the case where no scripting engine is enabled * Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* Formatting cleanup.Jeff Ames2009-08-091-1/+1
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* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+25
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* Allow OpenSim to run without script engines enabledMelanie Thielker2009-07-161-0/+5
| | | | | | Fixes Mantis #3893
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-3/+2
| | | | | | | | | | | | -- 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
* Fixed handling of inventory a bitHomer Horwitz2009-05-091-5/+5
| | | | | | | | | - AssetType isn't InventoryType. Those enums contain different numbers. Use AssetType for the asset type, InventoryType for the inventory type. - The ToString method (or ToLower) of AssetType/InventoryType doesn't necessarily return the correct LLSD string. - Replaced several magic numbers by their corresponding enum. - Fixed the invType for gestures and animations in the library. This should fix Mantis #3610 and the non-terminating inventory loading
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-231-2/+2
| | | | | Cleanup tabs and spacing.
* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-04-221-0/+19
| | | | | | | | 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.
* 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.
* * refactor: remove AssetCache field hanging off SceneJustin Clarke Casey2009-02-161-1/+1
| | | | | | * This is always available at Scene.CommsManager.AssetCache
* From Alan Webb <awebb@linux.vnet.ibm.com>Sean Dague2009-02-091-1/+1
| | | | | | | | | | | These changes replace all direct references to the AssetCache with IAssetCache. There is no change to functionality. Everything works as before. This is laying the groundwork for making it possible to register alternative asset caching mechanisms without disrupting other parts of OpenSim or their dependencies upon AssetCache functionality.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+891
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!