| Commit message (Collapse) | Author | Age | Files | Lines |
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This hooks up the LandManagementModule to handle the DeedParcelToGroup
packet. Now people can start testing land assigned to and owned by groups.
Also fixes a viewer crash issue when searching for and then joining a group
with an agent that is not already being tracked by groups server.
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Added is a patch that adds a rough Groups implementation. This patch allows
the creation, adding and maintaining Groups, Roles and Members. Work has begun
on a very naive implementation of messaging, and minimal support for notifications
{no attachments yet}. Proposals are not yet supported, but are on the to-do list.
This implementation is not active by default, and must be configured in
OpenSim.ini to become active.
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* Implements Sculpty modification support to MRM
* Example: IObject.Shape.SculptMap = new UUID("0000-0000-0000....");
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actually being used.
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* This allows specific requests to be identified.
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avatar interests update.
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* Interfaces now live in Interfaces subdirectory.
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
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to a central server via REST, for centralized XMLRPC routing.
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xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string
is the fully qualified URI to post XMLRPC requests for that script to.
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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.)
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OnTouch capable scripts.
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* Syntax: //@DEPENDS:library.dll
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* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
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* This allows you to utilize System.Drawing tools on textures within the region.
* Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.
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* This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
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* This makes MRM scripting ever so slightly more secure. If you have enforced Object Permissions enabled, it may be acceptable to enable MRM within your regions.
* Security bug reports on this feature are much appreciated (eg: anyone finding ways around this to execute a MRM as a basic user).
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animation packet from firing OnChat)
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* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
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* Added "DrunkenTextAppreciationModule" Demo MRM - behaves very similarly to the sobriety filter in WoW. ;)
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* Avatar and Object now inherit from IEntity.
* Avatar.Position is now Avatar.WorldPosition to match IObject property.
* Implements event World.OnChat += delegate(IWorld sender, ChatEventArgs e);
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* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
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* This is equivalent to LSL 'touch(int senders)'
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* Implement "Add To Outfit"
* Thanks FredoChaplin
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Fix null reference exception during close down of IRC module if the
region was not actually initialized.
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minutes to a directory called "autooar", if enabled. Default disabled. Use [autooar] Enabled=true in OpenSim.ini to enable.
* Adds some MRM XMLDOC
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OpenSim, license text is unchanged)
* Added Bitmap[,] to IParcel for MRM
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* Adds basic IParcel interface. Soon to live on World.Parcels{[id],[x,y]}
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* OpenSim is now over 9000.
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objects such as Users, Groups, etc. Destined to be used as the return value of any "Owner" properties.
* Implements basic "SEUser" class which implements Avatar/Agent SE functions (primitive).
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in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
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* SetMomentum
* AddAngularForce
* AddForce
* FloatOnWater
* Force
* Acceleration
* Torque
* Velocity
* RotationalVelocity
* CenterOfMass
* GeometricCenter
* Buoyancy
* Mass (Partial)
* Density (Partial)
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* Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
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interface, will be referenced on IObject as IObject.Physics.*
* Eg; IObject.Physics.Torque = new Vector3(30.0,0.4,0.5);
* Maps loosely to internal PhysicsActor class.
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First part of Mantis #964, the necessary clouds image will follow separately.
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