Justin Clark-Casey (justincc)
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b0889ed92a
refactor: simplify bRayEndIsIntersection boolean set from RayEndIsIntersection byte
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14 years ago |
Justin Clark-Casey (justincc)
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8e0d2cc43b
If an object is rezzed directly from a prim inventory then give it the rotation it was stored with.
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14 years ago |
Justin Clark-Casey (justincc)
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3ba5eeb6c3
Allow a null rotation to be passed in to RezObject so that we can control whether to use the serialized rotation or not. Not used yet.
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14 years ago |
Justin Clark-Casey (justincc)
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98d7de22dc
Fix (add) ability to rez objects by dragging them out of another prim's inventory.
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14 years ago |
Melanie
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e8e940e33e
Make CHANGED_OWNER work for deeding and god-mode in-world change
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14 years ago |
Melanie
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cea47491de
Fix a few little things
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14 years ago |
Melanie
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705f4e1e4b
Dont' trust the viewer! Fix a permission slam error caused by trusting
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14 years ago |
Melanie
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914e4b319e
Fix direct item give permissions
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14 years ago |
Melanie
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7cfe17b5b3
Partial permissions fix for boxed items.
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14 years ago |
Melanie
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1f4d0ad460
Fix up a prior fix (refix the fixed fix :)
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14 years ago |
Teravus Ovares (Dan Olivares)
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c108968020
* Cleanup from a commit a while ago.
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14 years ago |
Melanie
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043dace118
Make prim inventories a bit more sane
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14 years ago |
Diva Canto
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ae4b02e115
WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
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14 years ago |
Justin Clark-Casey (justincc)
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34b13a4765
add basic tests to check that under default permissions module owner can delete objects and that non-owners (who are also not administrators, etc.) cannot
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14 years ago |
Diva Canto
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c617d658dd
Added creator info across the board -- TaskInventoryItems and InventoryItems themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being.
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14 years ago |
Melanie
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abfede7819
Plumb the path for multiple object deletes
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14 years ago |
Melanie
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1f7d68e555
Restrict inventory items added in a transaction to folder belonging
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14 years ago |
Melanie
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10a37f5be4
Refactor script create permission into the perms module
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14 years ago |
John Hurliman
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860b2a502f
Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection
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14 years ago |
Jeff Ames
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f1f0bc23f4
Formatting cleanup.
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14 years ago |
John Hurliman
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dd277a0d02
First pass at cleaning up thread safety in EntityManager and SceneGraph
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14 years ago |
Justin Clark-Casey (justincc)
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11f4a65f42
Fix deletion persistence when freshly delinked prims are removed
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14 years ago |
Justin Clark-Casey (justincc)
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1e8e98a07f
Move code that allows llGiveInvetory() to move item into appropriate system folder up from connectors into Scene.Inventory.cs
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14 years ago |
Justin Clark-Casey (justincc)
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107052b23d
Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)
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14 years ago |
Melanie Thielker
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c47de94263
Adjust the "Magic numbers" we use because we can't reference the actual
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14 years ago |
Justin Clark-Casey (justincc)
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1c0b4457cd
Improve liveness by operating on list copies of SOG.Children where appropriate
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14 years ago |
Justin Clark-Casey (justincc)
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2b0f924557
refactor: Move Scene.Inventory.UpdateKnownItem() into Attachments module since this appears to relate solely to attachments
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14 years ago |
Justin Clark-Casey (justincc)
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8031f8ec09
Improve consistency of locking for SOG.m_parts in order to avoid race conditions in linking and unlinking
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14 years ago |
Justin Clark-Casey (justincc)
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46c6c35d48
refactor: Push item retrieval and fixing part of Scene.RezObject() down into SceneObjectPartInventory
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14 years ago |
Justin Clark-Casey (justincc)
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d69e992665
Split out actual scene object insertion code from Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject()
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14 years ago |