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* Made OARs use the new serialization procedure. (TPs/crossings still on the ↵Diva Canto2010-10-154-123/+157
| | | | old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.
* Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems ↵Diva Canto2010-10-142-105/+164
| | | | to be generating xml's that are successfully parsed. Needs more testing.
* Added SOP.MediaUrl and Shape.Media to the deserializationDiva Canto2010-10-131-204/+14
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* Comment a debug message so that it doesn't spew the console upon ↵Diva Canto2010-10-131-1/+1
| | | | encountering unknown xml elements.
* New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for ↵Diva Canto2010-10-132-7/+1381
| | | | load oar and load xml2, but not for packing objects on crossings/TPs yet.
* Change the part for sound playback to be the root part / object UUID insteadMelanie2010-10-101-8/+8
| | | | of the child prim because using the child prim plain doesn't work.
* Guard against locking a nullref to avoid build breakMelanie2010-10-081-0/+3
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* Change the order of actions to address a possible nullrefMelanie2010-10-081-3/+2
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* Fix autoreturn to not return zero objectsMelanie2010-10-071-6/+2
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* Plumb the path for multiple object deletesMelanie2010-10-064-40/+18
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* Add and plumb the usetex URL parameter to worldview. Required but not yetMelanie2010-10-061-1/+1
| | | | functional
* Add the view generating method to the image generator interfaceMelanie2010-10-051-0/+2
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* Formatting cleanup.Jeff Ames2010-10-043-4/+4
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* I really have to say it again and again: e.Message is NOT enough data forMelanie2010-10-031-2/+1
| | | | | | troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p
* Initial port of the Warp3D map tile rendererMelanie2010-10-031-2/+2
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* Reapplying the parts of the prior revert that were not derived from theMelanie2010-10-021-2/+2
| | | | original patch
* Revert "Forward-port 0.6 fix"Melanie2010-10-021-2/+2
| | | | This reverts commit 90b51dc7d67507e27c4baa529e979de19dce8de1.
* Forward-port 0.6 fixMelanie2010-09-301-2/+2
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* Fix an inventory fetch issueMelanie2010-09-301-0/+3
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* Prevent setting arbitrary groups on your objects.Melanie2010-09-271-0/+3
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* Fix build breakMelanie2010-09-271-37/+38
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* if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie2010-09-271-3/+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.
* Restrict inventory items added in a transaction to folder belongingMelanie2010-09-271-0/+6
| | | | to the connected client.
* Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-252-3/+3
| | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-251-10/+0
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-212-2/+41
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| * | Refactor script create permission into the perms moduleMelanie2010-09-211-10/+0
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* | | If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)2010-09-241-0/+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
* | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-212-2/+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.
* Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-163-1/+38
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| * Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)2010-09-171-22/+21
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| * Removing debugroot2010-09-161-1/+0
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| * JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-164-1/+40
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-1612-943/+682
|/ | | | MapAndArray collection
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-153-3/+3
| | | | code readability
* Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+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
* Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | This can get very spammy with regularly changing objects. Please uncomment if required.
* minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2010-09-132-0/+6
| | | | various points in the main scene loop and associated methods
* Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)2010-09-131-10/+0
| | | | being migrated to AttachmentsModule
* Remove IAttachmentsModule.SetAttachmentInventoryStatus() from public interfaceJustin Clark-Casey (justincc)2010-09-131-11/+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
* minor: Clean up log messages generated when an item is attachedJustin Clark-Casey (justincc)2010-09-131-9/+3
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* MergedJohn Hurliman2010-09-1221-86/+113
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| * Formatting cleanup.Jeff Ames2010-09-1221-88/+88
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| * Add copyright headers.Jeff Ames2010-09-121-0/+27
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-128-118/+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
* Added a stub for ↵John Hurliman2010-09-122-20/+102
| | | | OpenSim.Services.Connectors.Simulation.SimulationDataServiceConnector
* Shuffling fields and properties around in Scene to make Scene.cs more readableJohn Hurliman2010-09-111-138/+124
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* Changed all string references of "IRegionDataStore" to "ISimulationDataStore"John Hurliman2010-09-111-2/+2
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* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-116-11/+11
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