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* | Make the landmark properties work againMelanie Thielker2010-08-071-1/+1
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* Fix a parenthesis in prior commitMelanie2010-08-061-1/+1
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-08-0613-12/+1213
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| * Merge branch 'moap'Justin Clark-Casey (justincc)2010-08-0613-12/+1213
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| | * Simplify serialized version string. Change element capitalization for ↵Justin Clark-Casey (justincc)2010-08-031-31/+45
| | | | | | | | | | | | | | | | | | | | | consistency THIS CHANGE ALTERS THE SERIALIZATION FORMAT, HOPEFULLY FOR THE LAST TIME. If you're testing, please start with a new database. This commit also improves locking for manipulation of media entries.
| | * get rid of PrimitiveBaseShape.MediaRaw staging postJustin Clark-Casey (justincc)2010-08-031-34/+0
| | | | | | | | | | | | | | | using an OSD serialization rather than auto forces serialization code to be placed in OpenSim.Framework this makes the media texture raw data staging post in PrimitiveBaseShape redundant, now we just directly call the code in PrimitiveBaseShape.MediaList itself
| | * remove duplicated serialization codeJustin Clark-Casey (justincc)2010-08-031-55/+3
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| | * serialize media textures to inventory with a largely osd representation ↵Justin Clark-Casey (justincc)2010-08-031-4/+4
| | | | | | | | | | | | | | | | | | | | | rather than .net auto-serialization THIS WILL BREAK ANY EXISTING MEDIA TEXTURE SERIALIZATIONS. If you're testing this, please start with new databases. This makes media textures serialized in the same way, which is probably better in the long term.
| | * add userExposed parameter to part copy eventJustin Clark-Casey (justincc)2010-07-284-5/+14
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| | * relocate moap specific cloning code to MoapModuleJustin Clark-Casey (justincc)2010-07-283-15/+49
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| | * Fix problem where changes to media textures for prims duplicated by shify ↵Justin Clark-Casey (justincc)2010-07-283-16/+33
| | | | | | | | | | | | | | | | | | copy would change both prims until server restart I also found out that you can crash the current viewer by giving it more media entrys than it's expecting
| | * comment out verbose debug loggingJustin Clark-Casey (justincc)2010-07-271-34/+36
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| | * make MoapModule ignore possible future media texture data that it can't handleJustin Clark-Casey (justincc)2010-07-271-2/+4
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| | * Make MoapModule ignore non-sl media texture dataJustin Clark-Casey (justincc)2010-07-271-2/+10
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| | * provide config option for media on a primJustin Clark-Casey (justincc)2010-07-262-4/+21
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| | * relocate serialization code from SQLiteRegionData to MoapModule using load ↵Justin Clark-Casey (justincc)2010-07-261-2/+68
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | and save events. This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future. Remaining non-modularity: PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer. The database also needs to know about MediaRaw though not about Media. IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
| | * Add EventManager.OnSceneObjectPreSave() for future use. This is triggered ↵Justin Clark-Casey (justincc)2010-07-263-5/+46
| | | | | | | | | | | | immediately before a copy of the group is persisted to storage
| | * Add EventManager.OnSceneObjectLoaded() for future use. This is fired ↵Justin Clark-Casey (justincc)2010-07-263-9/+46
| | | | | | | | | | | | immediately after a scene object is loaded from storage.
| | * also add avatar id to an updated media url - not just new onesJustin Clark-Casey (justincc)2010-07-261-1/+1
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| | * Properly set TextureEntry.MediaFlags when a media texture is setJustin Clark-Casey (justincc)2010-07-261-3/+43
| | | | | | | | | | | | | | | Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received. This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
| | * start adding user ids to the media urlsJustin Clark-Casey (justincc)2010-07-261-12/+16
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| | * Handle checking of line starting "*" wildcard for whitelist patternsJustin Clark-Casey (justincc)2010-07-261-8/+22
| | | | | | | | | | | | A line starting * can only be applied to the domain, not the path
| | * refactor: simplify current whitelist url checking by using System.UriJustin Clark-Casey (justincc)2010-07-261-7/+8
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| | * Implement * end wildcard for whitelist urlsJustin Clark-Casey (justincc)2010-07-261-1/+5
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| | * properly expose prim media LSL functions to scriptsJustin Clark-Casey (justincc)2010-07-263-1/+19
| | | | | | | | | | | | | | | scripts using these functions should now compile but I don't know how well the methods themselves work yet llSetPrimMedia(), at least, appears to have problems when a current url is set for a face that doesn't yet have a texture
| | * fix previous media interact serverside checking. perform very basic ↵Justin Clark-Casey (justincc)2010-07-262-10/+91
| | | | | | | | | | | | | | | | | | | | | | | | serverside url whitelist checks at the moment, only checking for the exact name prefix is implemented for some reason, whitelists are not persisting this commit also fixes a very recent problem where setting any media texture parameters after the initial configuration would not work
| | * implement code to deregister users on DeregisterCapsJustin Clark-Casey (justincc)2010-07-261-3/+34
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| | * implement serverside checks for media texture navigation in order to stop ↵Justin Clark-Casey (justincc)2010-07-263-8/+52
| | | | | | | | | | | | naughty clients
| | * factor out soon to be common media permissions check codeJustin Clark-Casey (justincc)2010-07-261-4/+9
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| | * implement prim media control permissions serverside in order to stop bad clientsJustin Clark-Casey (justincc)2010-07-263-24/+127
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| | * discard an object media update message if it tries to set more media ↵Justin Clark-Casey (justincc)2010-07-261-0/+8
| | | | | | | | | | | | textures than the prim has faces
| | * Fire CHANGED_MEDIA event if a media texture is set or clearedJustin Clark-Casey (justincc)2010-07-263-1/+8
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| | * implement llClearPrimMedia()Justin Clark-Casey (justincc)2010-07-263-0/+35
| | | | | | | | | | | | untested
| | * fix issue with GetMediaEntry if the face requested wasn't set to a media textureJustin Clark-Casey (justincc)2010-07-261-1/+2
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| | * fix problem persisting when only one face had a media textureJustin Clark-Casey (justincc)2010-07-261-0/+7
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| | * factor out common code for updating the media urlJustin Clark-Casey (justincc)2010-07-261-41/+27
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| | * factor out common face parameter checking codeJustin Clark-Casey (justincc)2010-07-261-35/+21
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| | * minor: correct a few method names and change accessabilityJustin Clark-Casey (justincc)2010-07-261-3/+3
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| | * implement llSetPrimMediaParams()Justin Clark-Casey (justincc)2010-07-265-13/+183
| | | | | | | | | | | | Untested
| | * Implement llGetPrimMediaParams()Justin Clark-Casey (justincc)2010-07-264-2/+193
| | | | | | | | | | | | | | | Exposes method to get media entry via IMoapModule As yet untested.
| | * Implement media texture persistence over server restarts for sqliteJustin Clark-Casey (justincc)2010-07-261-1/+21
| | | | | | | | | | | | This is currently persisting media as an OSDArray serialized to LLSD XML.
| | * handle ObjectMediaNavigateMessageJustin Clark-Casey (justincc)2010-07-261-14/+55
| | | | | | | | | | | | | | | | | | | | | Other avatars can now see the webpages that you're navigating to. The requirement for an initial prim click before the texture displayed has gone away. Flash (e.g. YouTube) appears to work fine. Still not persisting any media data so this all disappears on server restart
| | * send a full object update out to avatars when a media texture is initially setJustin Clark-Casey (justincc)2010-07-261-6/+2
| | | | | | | | | | | | | | | this allows other avatars to see it, but still only after they've clicked on the face still not handling navigation yet
| | * start sending media url in object full updatesJustin Clark-Casey (justincc)2010-07-261-2/+1
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| | * start storing a mediaurl on the scene object partJustin Clark-Casey (justincc)2010-07-262-7/+30
| | | | | | | | | | | | not yet persisted or sent in the update
| | * replace hand parsing of incoming object media messages with parsing code in ↵Justin Clark-Casey (justincc)2010-07-261-60/+31
| | | | | | | | | | | | libopenmetaverse
| | * start storing incoming MediaEntry on a new Media field on PrimitiveBaseShapeJustin Clark-Casey (justincc)2010-07-261-3/+60
| | | | | | | | | | | | | | | This allows the media texture to persist in memory - logging in and out will redisplay it (after a click) though navigation will be lost Next need to implement media uri on prim and delegate more incoming llsd parsing to libomv
| | * have a stab at sending the correct number of media entries to shapesJustin Clark-Casey (justincc)2010-07-261-2/+14
| | | | | | | | | | | | | | | | | | actually, this is probably wrong anyway if there's a default texture it's going to be easier just to gather the object media updates and retain those in-memory now but what the hell
| | * do a whole load of crappy hacking to get cubes to display google.comJustin Clark-Casey (justincc)2010-07-261-6/+89
| | | | | | | | | | | | | | | | | | currently, for smoe reason the page only appears when you click a face. also, actually navigating anywhere always snaps you back to the google search box, for some unknown reason you can still change the url and normal navigation will work again
| | * Register ObjectMedia and ObjectMediaNavigate capabilities from moap module.Justin Clark-Casey (justincc)2010-07-261-5/+53
| | | | | | | | | | | | | | | Not sure if these are correct, but just supplying these to the viewer is enough to allow it to put media textures on prims (previously the icons were greyed out). This is not yet persisted even in-memory, so no other avatars will see it yet.