Commit message (Collapse) | Author | Files | Lines | ||
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2010-10-13 | Comment a debug message so that it doesn't spew the console upon ↵ | Diva Canto | 1 | -1/+1 | |
encountering unknown xml elements. | |||||
2010-10-13 | New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for ↵ | Diva Canto | 2 | -7/+1381 | |
load oar and load xml2, but not for packing objects on crossings/TPs yet. | |||||
2010-10-10 | Change the part for sound playback to be the root part / object UUID instead | Melanie | 1 | -8/+8 | |
of the child prim because using the child prim plain doesn't work. | |||||
2010-10-08 | Guard against locking a nullref to avoid build break | Melanie | 1 | -0/+3 | |
2010-10-08 | Change the order of actions to address a possible nullref | Melanie | 1 | -3/+2 | |
2010-10-07 | Fix autoreturn to not return zero objects | Melanie | 1 | -6/+2 | |
2010-10-06 | Plumb the path for multiple object deletes | Melanie | 4 | -40/+18 | |
2010-10-06 | Add and plumb the usetex URL parameter to worldview. Required but not yet | Melanie | 1 | -1/+1 | |
functional | |||||
2010-10-05 | Add the view generating method to the image generator interface | Melanie | 1 | -0/+2 | |
2010-10-04 | Formatting cleanup. | Jeff Ames | 3 | -4/+4 | |
2010-10-03 | I really have to say it again and again: e.Message is NOT enough data for | Melanie | 1 | -2/+1 | |
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p | |||||
2010-10-03 | Initial port of the Warp3D map tile renderer | Melanie | 1 | -2/+2 | |
2010-10-02 | Reapplying the parts of the prior revert that were not derived from the | Melanie | 1 | -2/+2 | |
original patch | |||||
2010-10-02 | Revert "Forward-port 0.6 fix" | Melanie | 1 | -2/+2 | |
This reverts commit 90b51dc7d67507e27c4baa529e979de19dce8de1. | |||||
2010-09-30 | Forward-port 0.6 fix | Melanie | 1 | -2/+2 | |
2010-09-30 | Fix an inventory fetch issue | Melanie | 1 | -0/+3 | |
2010-09-27 | Prevent setting arbitrary groups on your objects. | Melanie | 1 | -0/+3 | |
2010-09-27 | Fix build break | Melanie | 1 | -37/+38 | |
2010-09-27 | if you can't edit a prim's inventory, you don't need to see the asset ids. | Melanie | 1 | -3/+11 | |
Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors. | |||||
2010-09-27 | Restrict inventory items added in a transaction to folder belonging | Melanie | 1 | -0/+6 | |
to the connected client. | |||||
2010-09-25 | Add UUID to physics prim name parameter so that diagnostic messages can be ↵ | Justin Clark-Casey (justincc) | 2 | -3/+3 | |
made more useful. If a separate UUID parameter is better for the future then this can be added later on. | |||||
2010-09-24 | If the uuid gatherer fails to find the asset containing gesture metadata, ↵ | Justin Clark-Casey (justincc) | 1 | -0/+7 | |
then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977 | |||||
2010-09-21 | Refactor script create permission into the perms module | Melanie | 1 | -10/+0 | |
2010-09-21 | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵ | Justin Clark-Casey (justincc) | 2 | -2/+41 | |
scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error. | |||||
2010-09-16 | Fixed a regression in SOG.Copy() | John Hurliman | 1 | -1/+1 | |
2010-09-16 | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵ | John Hurliman | 12 | -943/+682 | |
MapAndArray collection | |||||
2010-09-17 | Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {} | Justin Clark-Casey (justincc) | 1 | -22/+21 | |
2010-09-16 | Removing debug | root | 1 | -1/+0 | |
2010-09-16 | JustinCC is evil. f7b28dd3 broke script persistence. This fixes it. | root | 4 | -1/+40 | |
2010-09-15 | rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵ | Justin Clark-Casey (justincc) | 3 | -3/+3 | |
code readability | |||||
2010-09-15 | Instead of locking SOG.Children when a group is being removed from the ↵ | Justin Clark-Casey (justincc) | 1 | -15/+17 | |
scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either | |||||
2010-09-14 | Comment out SOG storing debug log message | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
This can get very spammy with regularly changing objects. Please uncomment if required. | |||||
2010-09-13 | minor: Add comments which explain what's going on wrt avatar movements at ↵ | Justin Clark-Casey (justincc) | 2 | -0/+6 | |
various points in the main scene loop and associated methods | |||||
2010-09-13 | Remove SceneGraph.DetachObject() which was accidentally left around after ↵ | Justin Clark-Casey (justincc) | 1 | -10/+0 | |
being migrated to AttachmentsModule | |||||
2010-09-13 | Remove IAttachmentsModule.SetAttachmentInventoryStatus() from public interface | Justin Clark-Casey (justincc) | 1 | -11/+0 | |
No core module is calling and it makes more sense to call methods such as AttachObject() which attach both to the avatar and update inventory appropriately | |||||
2010-09-13 | minor: Clean up log messages generated when an item is attached | Justin Clark-Casey (justincc) | 1 | -9/+3 | |
2010-09-12 | * Added ISimulationDataService and IEstateDataService | John Hurliman | 8 | -118/+123 | |
* Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings | |||||
2010-09-12 | Formatting cleanup. | Jeff Ames | 21 | -88/+88 | |
2010-09-12 | Add copyright headers. | Jeff Ames | 1 | -0/+27 | |
2010-09-12 | Added a stub for ↵ | John Hurliman | 2 | -20/+102 | |
OpenSim.Services.Connectors.Simulation.SimulationDataServiceConnector | |||||
2010-09-11 | Shuffling fields and properties around in Scene to make Scene.cs more readable | John Hurliman | 1 | -138/+124 | |
2010-09-11 | Changed all string references of "IRegionDataStore" to "ISimulationDataStore" | John Hurliman | 1 | -2/+2 | |
2010-09-11 | Fixed the naming mess around data connectors for simulation data | John Hurliman | 6 | -11/+11 | |
2010-09-10 | Made it impossible to create a user with names containing spaces and ↵ | randomhuman | 1 | -2/+3 | |
prevented passwords from being echoed after enter is pressed. | |||||
2010-09-10 | Second pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 3 | -58/+35 | |
2010-09-10 | First pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 8 | -346/+221 | |
2010-09-07 | * Cache null account responses in the SimianUserAccountServiceConnector to ↵ | John Hurliman | 1 | -1/+3 | |
avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache | |||||
2010-09-07 | Make sure unlinked child prims get persisted | Melanie | 1 | -0/+5 | |
2010-09-07 | If a scene object part UUID is changed (only possible when not in a scene), ↵ | Justin Clark-Casey (justincc) | 2 | -2/+11 | |
then adjust the inventory items to point to the new uuid as well | |||||
2010-09-07 | minor: comment out some excessive test logging | Justin Clark-Casey (justincc) | 1 | -1/+1 | |