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2008-05-26* Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2-26/+40
match existing AddScenePresence
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames21-147/+146
2008-05-25* A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares9-13/+123
however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
2008-05-25Thank you very much, Melanie for a patch that:Charles Krinke1-0/+6
If the m_controllingClient member if a ScenePresence is null, that would cause a CTB. This patch fixes it.
2008-05-25Thank you very much, Xantor for a patch that:Charles Krinke2-2/+32
Copying, reseting, dragging scripts cause unnecessary recompilation, slowing down the simulator and filling up the ScriptEngines directory with compiled .dll and misc. files. This patch keeps track of compiled assets since the last simulator restarts, and only recompiles new assets. (editing a script generates a new asset, so no problems there).
2008-05-25Thank you kindly, Tiffany for a patch that helps:Charles Krinke2-6/+10
Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
2008-05-25Thank you kindly, Grumly57 for a patch to improveCharles Krinke1-5/+22
XMLRPCModule.cs: RemoteDataReply() and XMLRpcResponse()
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares13-4/+183
2008-05-25* phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2-3/+39
2008-05-25* Yet another way to optimize the sculpt mesh generatorTeravus Ovares1-25/+25
2008-05-25* kill a potentially large float array.Teravus Ovares1-1/+1
2008-05-25* Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares3-5/+28
2008-05-25* Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey2-22/+30
temporarily), since it appears we sometimes either don't receive or don't register deselect packets when prims are shift copied. * A better long term solution may be to address the problem of why we're not always seeing the deselects
2008-05-25* Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey4-40/+27
deleting and unlinking an object
2008-05-24* Refactor: Collapse some multiple remove object pathsJustin Clarke Casey6-58/+68
* Push some delete functionality into InnerScene to match what's already there for adding objects
2008-05-24* Refactor: Remove some unused methods in Scene/InnerSceneJustin Clarke Casey2-26/+0
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey9-23/+30
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey8-22/+46
basis that they all take SOG parameters to improve code readability for now
2008-05-24* Refactor: Push some dictionary initialization down from Scene into InnerSceneJustin Clarke Casey2-10/+14
2008-05-24* Refactor: Make some inner scene dictionaries internal rather than publicJustin Clarke Casey1-2/+2
2008-05-24* Fixes endless loop in the Land Module when selecting any object.Teravus Ovares4-75/+110
* Fixes returning objects when the object owner hasn't been in the simulator since the simulator started up last.
2008-05-24* Get the xml2 entities serialization representation in the archiver moduleJustin Clarke Casey5-26/+71
* Not yet reusing serialization module - this will happen in the future * No user functionality yet
2008-05-24* If the SVN build version is not available, state this in the About box ↵Justin Clarke Casey1-2/+6
explicitly, rather than leaving it out completely and possible engendering confusion
2008-05-24* Bump reported svn trunk revision number up to 0.5.7Justin Clarke Casey1-1/+1
2008-05-24* Temporary fix for mantis 1374Justin Clarke Casey1-1/+11
* If the agent throttle byte array is unexpectedly empty, then log a warning and drop the packet
2008-05-24This enables return from the parcel object owner display.Teravus Ovares10-47/+158
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
2008-05-24* Implements selected object return.Teravus Ovares3-110/+313
* If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
2008-05-24* an attempt to resolve the teleport + attachment = crashTeravus Ovares1-4/+19
2008-05-23forgot to actually remove IRCBridgeModule.FindClientRegion()Dr Scofield1-32/+0
2008-05-23IRCBridgeModule (and ChatModule before the refactoring) didn't succeed in Dr Scofield6-8/+884
finding out which region a new avatar was logging in to; the same problem occurred when the client/avatar logged out. the reason was mani-fold: - Scene.AddNewClient(...) would call SubscribeToClientEvents(client) which would subscribe to all client events and then call TriggerOnNewClient(...) BEFORE the ScenePresence object had even been created and added. i've moved the TriggerOnNewClient() call to the end of Scene.AddNewClient() - Scene.AddNewClient(...) is called with child == true; a later call to ScenePresence.MakeRootAgent() will turn child to false. When OnNewClient is triggered, child is still true, causing IRCBridgeModule's FindClientRegion to ignore the ScenePresence of the new avatar. i've changed IRCBridgeModule to still use OnNewClient and also OnLogout and OnConnectionClosed but only to signal that the avatar has logged on (logged off respectively). to track whether an avatar has actually entered a region i've added EventManager.OnMakeRootAgent (complementing OnMakeChildAgent). also, i've cleaned up the internal IRCModule code a bit. currently it still uses IClientAPI.SendChatMessage() which replicates the code in ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
2008-05-23*Refactor of the LandManagementModule that allows OpenSim to run without itmingchen9-942/+1069
2008-05-23i've refactored the ChatModule into two modules: ChatModule and IRCBridgeModule.Dr Scofield3-727/+70
ChatModule is now only doing in-world chat. IRCBridgeModule is only doing, well, bridging chat to/from IRC. Both modules are now using a new OnChatFromWorld event handler (which Scene.PacketHandler is feeding for chat from in-world instead of going via the Interface method). This refactoring will allow us to easily add other bridge modules (e.g., an XMPP bridge module). there is still a bug in IRCBridgeModule (inherited from the old ChatModule) where FindClientRegion does not really find the client region...
2008-05-23Thank you kindly, Melanie, for:Charles Krinke5-34/+72
Nothing huge, but the new button code for producing a new script does well, but the script will not allow for name change once created. It reverts back to new script.
2008-05-23Thank you kindly, Melanie, for a patch which:Charles Krinke4-1/+17
Previously, upload charging was possible only for UPD uploads. This is because UDP uploads are charged by the viewer, while in CAPS, this was changed to be server side, so hackers couldn't avoid paying the upload charge. This patch adds a method to allow implementation of this serverside charge.
2008-05-22* minor: Remove unused variables causing warnings in SceneJustin Clarke Casey1-7/+7
2008-05-22* Plug in stubbed out archiver moduleJustin Clarke Casey6-12/+154
2008-05-22* Add (DEPRECATED) to load-xml/save-xml region console helpJustin Clarke Casey1-2/+2
2008-05-22make VS compile Scene.csSean Dague1-1/+1
2008-05-22don't trust appearance assetid, instead do an inventorySean Dague3-38/+58
lookup any time we get it from the server. This should preventent unwearable appearance.
2008-05-22change to how initial terrain data is sent. Instead of sending the 64 ↵MW1-10/+46
packets in rapid fire as quickly as possible. The terrain data sending is now done in a threadpool worker thread over ~10 seconds with a thread.sleep between each packet sending. this hasn't been tested thoroughly, so it might not actually help with the atom bomb terrain (missing patches) but its a simple thing to revert if it makes things worse for anyone. 10 seconds is roughly the time between the region handshake completing and you being in world where you can see your avatar. So normally the terrain still should have loaded by time you get in the region, although it is possible that sometimes you might see the very end of the terrain load just after you arrive.
2008-05-22* Limiting the Quaternion reset to x=y=z=w=0Teravus Ovares1-4/+4
2008-05-22we should be return null in these 2 places, though this won'tSean Dague1-2/+2
help with the timeouts.
2008-05-22catch case where avatar might have been child agentSean Dague1-1/+6
2008-05-22* Documentation for load/save xml methodsJustin Clarke Casey3-1/+57
* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves (our existing xml facilities). * This won't be ready for even rough testing for quite some time. * I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
2008-05-22changing more 'raw' HTTP status codes to OSHttpStatusCodes.Dr Scofield1-2/+3
2008-05-22Fix for Mantis 1340. Thanks Melanie!Adam Johnson1-1/+1
2008-05-22Mantis 1357 Patch - Thanks mikem!Adam Johnson1-4/+8
2008-05-22Added "show regions" to the CL help screen. Mantis 1123Adam Johnson1-0/+1
2008-05-22Adding basic show users functionality back in to console. Mantis 1212Adam Johnson1-0/+36
2008-05-22* Prevent an error from stopping startup when decoding the sculpt mesh j2k ↵Teravus Ovares1-2/+12
fails.