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* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-0453-133/+298
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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-034-89/+132
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * More compiler warning nukage.Adam Frisby2008-03-032-3/+1
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* * Removed a bunch of compiler warnings.Adam Frisby2008-03-0311-11/+8
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* * Fixed about Text in the profile in grid mode.Teravus Ovares2008-03-032-1/+5
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* Updated svn properties.Jeff Ames2008-03-0310-890/+890
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* Fixed typo.Jeff Ames2008-03-031-2/+2
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* * Oops, fixed.Adam Frisby2008-03-031-3/+3
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* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-0331-69/+1112
| | | | | | | | | | * Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
* * Applying Ahzz's profile patch. Thanks Ahzz! Teravus Ovares2008-03-0315-35/+349
| | | | | | * Fixed a few bugs in the patch that are sim crashers. * There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
* * Doh, forgot one license headerlbsa712008-03-032-4/+5
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* * Changed the license headers. The Data Framework is now all OpenSim. Yay! ↵lbsa712008-03-038-16/+29
| | | | *toots*
* * Renamed the Data Framework namespaceslbsa712008-03-0313-16/+16
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* * renamed the key file (baby steps here)lbsa712008-03-031-0/+0
| | | | | * ignored the generated files
* * Started the ardous task to rename the TribalMedia.Framework.Data to ↵lbsa712008-03-038-0/+906
| | | | | | | | | OpenSim.Framework.Data.Base It's you !! How are you gentlemen !!
* Thank you very much, Ahzzmandius for:Charles Krinke2008-03-022-51/+27
| | | | | | | converts Parse calls to TryParse Replaces string.empty and lluuid.zero calls on user load to use real values from DB (related to user profile save/load work. Finer grained patching)
* Change handler001 through handler009 to moreCharles Krinke2008-03-0214-217/+217
| | | | | | | | appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
* Thank you kindly, Ahzzmandius for addingCharles Krinke2008-03-023-6/+12
| | | | | owner_uuid support to the MSSQL data driver.
* Update names of handler010 through handler019Charles Krinke2008-03-023-85/+85
| | | | | | to more appropriate names consistent with use.
* Applying Ahzzmandius' second patch from bug 701. Teravus Ovares2008-03-022-1/+2
| | | | | | ClientView triggers OnClose event before flushing packetqueue. Thank sAhzzmandius!
* * Temporarily commented out the parcel banlist clearing query that was being ↵Teravus Ovares2008-03-021-7/+8
| | | | | | | called in an ad-hoc fashion and causing an access violation error. This means that in SQLite when subdividing parcels you'll have to go to the parcel and clear out the banlist with the client instead of having it done for you immediately when you split the parcel. * A database guy really needs to look at the land stuff. :D
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-0210-124/+293
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* Rename handler020 through handler029 with moreCharles Krinke2008-03-022-69/+69
| | | | | appropriate names consistent with their use.
* Rename handler030 through handler038 with moreCharles Krinke2008-03-021-44/+44
| | | | | appropriate names consisten with their use.
* Rename handler040 through handler049 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their user.
* Rename handler050 through handler059 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their use.
* Rename handler060 through handler069 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their use.
* Rename handler070 through handler079 with moreCharles Krinke2008-03-021-43/+43
| | | | | appropriate names consistent with their use.
* Rename handler080 through handler089 with moreCharles Krinke2008-03-011-58/+58
| | | | | appropriate names consistent with their use.
* Beginning to change all handler000 through handler094Charles Krinke2008-03-011-25/+24
| | | | | | | | | | | | to more meaningful names starting from the end and working backwards. handler094 -> handlerRequestAsset handler093 -> handlerPacketStats handler092 -> handlerGodKickUser handler091 -> handlerUpdatePrimGroupRotation handler090 -> handlerUpdatePrimRotation Others to come shortly.
* Thank you very much, Kinoc for:Charles Krinke2008-03-012-21/+101
| | | | | | | | | * Impelements llInstantMessage * Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg). * Try's to better identify the "True Name" of objects in llDetectedName by checking for avatar name, scene Object Part name and entity name. * Uses similar logic in the llSensor and llSensorRepeat functions.
* From: Mike Pitman <pitman@us.ibm.com>Sean Dague2008-02-292-9/+65
| | | | | | | | | | | Below is a patch for the smooth tool. I factored out the essential computations and placed it in a channel method to work similar to raise and lower. It now performs about the same rate as raise and lower.
* More compiler warning cleanup.Jeff Ames2008-02-294-24/+10
| | | | | Removed verbose flag, since it doesn't do anything any more.
* Cleaned up a couple compiler warnings.Jeff Ames2008-02-292-48/+29
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* * Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares2008-02-291-2/+2
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* * killed a 'new mass' debug line.Teravus Ovares2008-02-291-1/+1
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* * ODEPlugin Teravus Ovares2008-02-293-16/+227
| | | | | ** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-02-281-9/+418
| | | | | | | | | | | | | | | This patch is intended to implement the following functions: llIntegerToBase64 llBase64ToInteger llParseStringKeepNulls None of these functions are dependent upon state elsewhere in the SIM, so they are appropriately self-contained. I've tested them out of context, and from a script attached to an object in my test region.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-284-2/+70
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-282-1/+10
| | | | updates (fixed)
* disabled AssetDownloadModule and re-enabled the asset download code in the ↵MW2008-02-273-27/+28
| | | | asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
* small fix in the showstate data in AssetCache to reflect that now some ↵MW2008-02-271-1/+1
| | | | functions are no longer in AssetCache
* After seeing sdague do his happy dance over trunk working "the best he has ↵MW2008-02-275-89/+367
| | | | | | | | ever seen". I'm not sure I should be doing this commit, but oh well. So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-272-13/+73
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* another attempt at fixing asset lockupsMW2008-02-271-224/+247
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* Update svn properties.Jeff Ames2008-02-272-132/+132
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* Hopefully fixed the bug that was causing a lot of the freezing. Which was ↵MW2008-02-271-33/+51
| | | | happening due to locks in the AssetCache and Texturedownload module. Where the thread from the Asset thread would be take a lock on a list in the asset cache and then try to call the Callback into the texturedownload module and hit a lock in there which was held by a ClientView thread- which at the same time would be trying to request another texture from the cache and be hitting the lock in there held by the IClientAPI. The result each thread waiting for the other one to release a lock. And as one of those was the ClientView process packet thread. No more packets from that client could be processed. For now I've made a copy of the list in AssetCache so that it can release the lock. I'm doing more work on assets (moving the client asset downloading to a module ), so will hopefully change this into a better method once I've cleaned over things up a bit.
* UserService.ClearAgent call is no longer made when a childagent connection ↵MW2008-02-272-7/+6
| | | | | | | is being closed. DisableSimulatorPacket now skips the packet throttles
* * Committing file loaders - forgot yesterday.Adam Frisby2008-02-273-2/+135
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* require -loginuri on pCampBotSean Dague2008-02-262-16/+22
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