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* Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2011-04-056-11/+183
| | | | | | | | changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
* Implement rezzing coalesced objectsMelanie2011-04-031-11/+0
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* Implement rezzing coalesced objectsMelanie2011-04-031-105/+172
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* Implement taking of coalesced objects.Melanie2011-04-033-198/+274
| | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
* Make CHANGED_OWNER work for deeding and god-mode in-world changeMelanie2011-04-031-0/+4
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* Comment out some startup logging lines to make up for the one I added ↵Justin Clark-Casey (justincc)2011-04-027-36/+4
| | | | | | earlier on. Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
* If land is not group owned (group ID is always UUID.Zero) then don't check ↵Justin Clark-Casey (justincc)2011-04-021-2/+0
| | | | if a prim should be added to the group count
* add test for removing group owned objectsJustin Clark-Casey (justincc)2011-04-021-0/+32
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* add test for adding group object, factor out initial zero counts testJustin Clark-Casey (justincc)2011-04-021-7/+45
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* add remove others object prim count testJustin Clark-Casey (justincc)2011-04-021-0/+23
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* refactor: rename m_dummyUserId to m_otherUserIdJustin Clark-Casey (justincc)2011-04-021-9/+9
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* If the land has no group ownership (it is UUID.Zero) then don't put prims in ↵Justin Clark-Casey (justincc)2011-04-022-2/+23
| | | | | | the group count when they are also not group owned. Also adds simple test for others owned count when an object is added
* A stab at making CHANGED_OWNER workMelanie2011-04-012-22/+12
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* check threat configuration for LSL print()dahlia2011-03-311-1/+6
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* implement LSL "print()" API functiondahlia2011-03-313-1/+13
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* When asked to join region to existing estate, make first estate name the ↵Justin Clark-Casey (justincc)2011-04-011-5/+2
| | | | default instead of None
* Make default answer for 'do you wish to join region to an existing estate' ↵Justin Clark-Casey (justincc)2011-04-011-1/+1
| | | | yes instead of no.
* Log which address and port the UDP listener is configured for. This will ↵Justin Clark-Casey (justincc)2011-04-011-0/+4
| | | | | | match that given for InternalAddress in the config (e.g. 0.0.0.0) Can't obtain actually bound address until the UDP socket is used for the first time.
* If the prim count gets an object with invalid bounds, don't try to count it.Justin Clark-Casey (justincc)2011-03-312-3/+8
| | | | This appears to be the more probable explanation for some failures seen. Either we're counting attachments which are temporarily out of bounds (shouldn't be due to the IsAttachment) check or we're counting scene objects which have out of bounds co-ordinates (seems more likely)
* suspend check that IAR control file is loaded for nowJustin Clark-Casey (justincc)2011-03-311-1/+6
| | | | I was mistaken - some previous opensim versions don't save this file first. Will have to bump iar version number and only check iars after the bump
* Put in temporary logging message to find out if scene objects are requesting ↵Justin Clark-Casey (justincc)2011-03-311-4/+5
| | | | land objects for co-ordinates outside the region
* Remove unused Datastore parameter from RegionInfo (legacy from early 2008)Justin Clark-Casey (justincc)2011-03-312-3/+0
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* When a new parcel is created, make sure the prim counts are updated.Justin Clark-Casey (justincc)2011-03-301-2/+2
| | | | This is done by tainting the counts where appropriate
* (re)implement selected prim count.Justin Clark-Casey (justincc)2011-03-303-26/+69
| | | | This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
* Merge branch 'primcounts'Justin Clark-Casey (justincc)2011-03-2913-257/+187
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| * disable prim count debug logging temporarilyJustin Clark-Casey (justincc)2011-03-292-34/+36
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| * add save of LLClientView I forgot from last commitJustin Clark-Casey (justincc)2011-03-261-4/+2
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| * move total parcel prim calculations into IPrimCounts instead of doing this ↵Justin Clark-Casey (justincc)2011-03-262-1/+46
| | | | | | | | | | | | in LLClientView need to move selected prim counts from LandData/LMM still
| * When an object is duplicated, add the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)2011-03-262-1/+52
| | | | | | | | | | | | | | | | | | well as the basic entities list. Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test. New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future. With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module). More work to do.
| * Merge branch 'master' into primcountsJustin Clark-Casey (justincc)2011-03-261-28/+48
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| * | Add test for PCM taint. This currently fails due to unexpected behaviour of ↵Justin Clark-Casey (justincc)2011-03-263-16/+89
| | | | | | | | | | | | | | | | | | SceneGraph.ForEachSOG(). This will be corrected soon. Also adds lots of temproarily debug logging
| * | Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-2511-241/+30
| | | | | | | | | | | | | | | | | | | | | counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
* | | Added code to load a terrain tile of tiff/jpg format. Previously it only ↵Diva Canto2011-03-281-2/+13
| | | | | | | | | | | | worked for one single region.
* | | Fix mantis #5413. WARNING: new config variable in section [GridService] of ↵Diva Canto2011-03-281-1/+5
| | | | | | | | | | | | the simulators called Gatekeeper -- intended to have the URL of the grid's Gatekeeper service (so that it can be checked against). See ini.examples.
* | | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-03-2711-103/+557
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| * | | When an object is duplicated, add it to the full/local id SOG indexes as ↵Justin Clark-Casey (justincc)2011-03-261-1/+29
| | |/ | |/| | | | | | | well as Entities
| * | Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵Justin Clark-Casey (justincc)2011-03-261-5/+25
| | | | | | | | | | | | | | | | | | | | | | | | prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
| * | refactor: rename SOG collections in SceneGraph to make it clearer that they ↵Justin Clark-Casey (justincc)2011-03-261-30/+30
| |/ | | | | | | are indexing each part's UUID, not just the root part.
| * Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)2011-03-255-31/+52
| | | | | | | | Not functional yet, but tests now act against this object rather than interrogating the module directly
| * factor out common test setup code in PCM testsJustin Clark-Casey (justincc)2011-03-231-57/+53
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| * extend TestAddOwnerObject() to add a second objectJustin Clark-Casey (justincc)2011-03-231-4/+14
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| * Add PrimCountModuleTests.TestRemoveOwnerObject().Justin Clark-Casey (justincc)2011-03-231-1/+38
| | | | | | | | Also adds SceneSetupHelpers methods to easily create sogs with different part UUIDs
| * refactor: simplify part of AddSceneObject() test setup by moving sog ↵Justin Clark-Casey (justincc)2011-03-231-10/+1
| | | | | | | | construction into SceneSetupHelpers.CreateSceneObject()
| * use a 3 part object for the pcm test rather than a 1 part, for improved test ↵Justin Clark-Casey (justincc)2011-03-231-10/+14
| | | | | | | | coverage
| * user a non UUID.Zero user in pcm test to avoid any special treatment of ↵Justin Clark-Casey (justincc)2011-03-231-4/+5
| | | | | | | | UUID.Zero
| * Extend simple PCM add object test to check all countsJustin Clark-Casey (justincc)2011-03-231-0/+11
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| * Add method doc to the Get*() methods on PrimCountModuleJustin Clark-Casey (justincc)2011-03-231-0/+27
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| * remove a rogue Console.WriteLine() from the last commit.Justin Clark-Casey (justincc)2011-03-231-1/+0
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| * Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2011-03-235-5/+59
| | | | | | | | | | | | | | listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario.
| * Add an initial confidence-building TestAddObject() for prim counts.Justin Clark-Casey (justincc)2011-03-224-25/+115
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