aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* * 0001558: [PATCH] Add support for full collision geometry feature set for ↵Teravus Ovares2008-06-152-88/+296
| | | | | | | linear path prims (patch attached) By Dahlia. Thanks Dahlia! * This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
* * minor: A few miscellaneous doc comments before I break and start on ↵Justin Clarke Casey2008-06-142-3/+3
| | | | something else
* * Vintage 2, a good year.Teravus Ovares2008-06-141-4/+6
|
* * Fixes: 0001554: r5106 update fails to load on some regions with NullRef ↵Teravus Ovares2008-06-141-0/+20
| | | | error on volume portion of maptile drawing routine.
* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-144-6/+82
| | | | | | | | | same instance. * Only generates a new maptile after a refresh interval * Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary. * Updates RegionInfo, so backup your /bin/Region/*.xml files.
* * minor: Remove LINK_SET debug Console WritelineJustin Clarke Casey2008-06-131-2/+0
| | | | | | | * only appeared in DotNetEngine's LSL_BuildIn_Commands.cs * Nice spot Ewe Loon (http://opensimulator.org/mantis/view.php?id=1548)
* * Double timeout on region registration XMLRPC call to the grid serviceJustin Clarke Casey2008-06-131-1/+4
|
* A little minor cleanup and harmonizing between LSL_BuiltIn_Commands.csCharles Krinke2008-06-132-19/+9
| | | | | and its copy LSL_ScriptCommands.cs
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-136-72/+43
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-124-14/+279
| | | | | * Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* * minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey2008-06-122-2/+4
|
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-127-58/+46
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-122-5/+12
|
* * Insulate maptile volume draw routine against TextureEntry oddities.Teravus Ovares2008-06-121-14/+28
|
* * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵Teravus Ovares2008-06-121-1/+143
| | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
* For people receiving: Exception: System.ArgumentException: Value of ↵Teravus Ovares2008-06-111-8/+41
| | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing...
* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-119-15/+86
| | | | override the default method of calculating how many prims a parcel can have.
* Mantis#1514. Thank you kindly, Boscata for an InventoryServer patchCharles Krinke2008-06-111-0/+20
| | | | | | to allow the InventoryServer to work with MSSQL..
* Mantis 1370. Thanks lulurun for the patchJohan Berntsson2008-06-111-2/+3
|
* * Fix the string substitutions in the last commitJustin Clarke Casey2008-06-111-1/+1
|
* * From inspecting OSGrid WP logs, it appears one particular client is ↵Justin Clarke Casey2008-06-111-3/+14
| | | | | | | | failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent() * If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
* Mantis#1529. Thank you kindly, Grumly57 for a patch toCharles Krinke2008-06-101-1/+2
| | | | | | xengine to: Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-106-62/+39
|
* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-103-50/+76
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* *Fixed bug that caused failure when System.Console.Readline returns null (no ↵mingchen2008-06-091-4/+10
| | | | | | | stdin) *Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-095-65/+67
|
* Mantis#1469. Thank you kindly, Mikem for a patch that addresses:Charles Krinke2008-06-091-0/+24
| | | | | | | | | | | | | | Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life: list mylist = []; mylist += [1, 2, 3]; mylist += "four"; list newlist = mylist + 5.0; The problem is that the LSL_Types.list class does not have an operator for adding a string to a list. I am including a patch which implements adding a string, integer or float to a list. I am also including tests. The file LSL_TypesTestList.cs belongs in OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-084-111/+317
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* * Added compiler pre-processor, #if SPAM to SensorRepeat... so if you ↵Teravus Ovares2008-06-081-3/+12
| | | | really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
* * Fixes llDetectedKey. Teravus Ovares2008-06-081-53/+2
|
* Added a "if(entity != null)" before the call to Charles Krinke2008-06-081-1/+3
| | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
* Mantis#1498. Thank you Melanie for an XEngine patch that addresses:Charles Krinke2008-06-081-8/+15
| | | | | | | | The attatched patch makes the changed() event fire properly and lets scripts run properly. NOTE: All existing state files must be deleted: rm ScriptEngines/*/*.state
* Mantis#1499. Thank you kindly, DMiles for a patch that:Charles Krinke2008-06-081-77/+132
| | | | | | | was incorrectly sending the command along with the args to the CommandDelegate help was getting lost on top of normal help & help was getting missed except in an exact match (and only returning the first)
* Mantis#1496. Thank you kindly, Melanie for a patch that:Charles Krinke2008-06-075-106/+283
| | | | | | | | Adds full implementation of all llDetected* functions for sensors, collisions and touches. Adds changed(CHANGED_REGION_RESTART) event to allow restarting of eye-candy functionality not currently persisted with the prim.
* Mantis#1495. Thank you kindly, Kinoc for:Charles Krinke2008-06-071-1/+93
| | | | | | 0001495: [PATCH] Adds an API for for plugins to create new Console commands and Help
* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-072-4/+9
| | | | reference not set to an instance of object' exception
* Patch for mantis#1493: Several patches to xengine. Thanks Melanie!Adam Johnson2008-06-074-53/+278
|
* Mantis#1476. Thank you kindly, Melanie for a patch that:Charles Krinke2008-06-071-1/+1
| | | | | | | 0001476: [PATCH] Allow larger script state files to be loaded The previous limitation on load file size was too small for larger script projects
* Mantis#1475. Thank you kindly, Kinoc for a patch that:Charles Krinke2008-06-072-222/+830
| | | | | | | This patch brings the Yield Prolog in sync with the YP r669. Biggest item is support for functions asserta and assertz , providing dynamic databases.
* *Fixing another object counting bugmingchen2008-06-072-4/+4
|
* *Made Object Counting correct with linked objects and turned the previously ↵mingchen2008-06-062-14/+18
| | | | protected functions that only return object counts to public so it can be easily used by outside classes.
* * llSetPrimitiveParams PRIM_FLEXIBLE is now supported.Teravus Ovares2008-06-061-0/+1
|
* * Added Light control from script in LLSetPrimitiveParams.Teravus Ovares2008-06-062-2/+73
|
* * Added a configuration option for allowing god script lsl methods.. such ↵Teravus Ovares2008-06-061-19/+29
| | | | as llSetObjectPermMask. By default it's off.
* revert 5028, as this approach to 1 nick per avatar isn't going to work, Sean Dague2008-06-061-21/+8
| | | | | | | however, I think I understand now how to make it work. I just don't want to have this broken for people this weekend.
* experimental IRC changes, because it's friday, and I'm curious if thisSean Dague2008-06-061-8/+21
| | | | | | will work.
* * Adds semi broken PRIM_FLEXIBLE support for prim. It's semi-broken ↵Teravus Ovares2008-06-061-5/+46
| | | | because it won't do the setting of the prim flexi from not-flexi, however, it'll tweak the parameters of an already existing flexi prim.
* * How tall are you? Certainly not 127 meters!Teravus Ovares2008-06-061-2/+9
|
* * true and not true or - not true and not true and.Teravus Ovares2008-06-061-1/+1
|
* * This limits avatar to the heightfield height if they teleport or cross a ↵Teravus Ovares2008-06-061-1/+6
| | | | border to a position below it. After teleporting, you can go under the terrain if you like as usual.