| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
notice the huge nasty facets! Regular spheres still work as they did.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* wrap attributes in properties
* clean up names a little bit
* clean up name styles
|
|
|
|
|
|
|
|
| |
* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
|
| |
|
|
|
|
|
| |
* Fixed some Tapers with Cylinders in the Meshmerizer
|
|
|
|
| |
inventory will now retain those details when rezzed to a scene
|
| |
|
| |
|
|
|
|
|
|
| |
InventoryItemBase into seperate .cs files 1 per class
|
|
|
|
|
|
|
|
| |
is no hbm.xml mapping yet, so this isn't going to do anything,
plus I'm sure I didn't get the list interfaces right. However
it now compiles, so worth getting into the tree.
|
| |
|
|
|
|
|
|
|
|
| |
deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
items (with inventory) on Windows
* Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation
* Also, an xml exception no longer crahes the client session
* Leaving in debugging lines in case there are further problems
* Not yet tested on Linux, though I'm just about to.
|
|
|
|
|
|
| |
(i.e. using add to update, or update to add).
|
| |
|
|
|
|
|
|
| |
of search capability to OpenSim in the form of a configurable
module.
|
|
|
|
| |
things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
|
|
|
|
| |
is a non final schema)
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
item giving
* Now you can drag an object from your inventory and give it to another avatar
* !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it)
* Also, items for the receiving end up in their root folder rather than the objects folder
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Added MapImageModule for handling world-map
* Added new DefaultTerrainGenerator.cs
* Added BMP loader
* Added GIF loader
* Added PNG loader
* Added TIFF loader
|
|
|
|
|
|
| |
* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
|
|
|
|
|
| |
* Should help the sinking feeling when new avatar arrive in the scene.
|
| |
|
|
|
|
|
|
|
| |
for a client at the server by 3x. AgentResume restores the timeout to the normal amount.
* The linden client still doesn't like it when you have an image select box open for more then 100 or so seconds.
|
| |
|
|
|
|
|
| |
* You know the drill if you roll your own ODE. (h ttp://opensimulator.org/wiki/PhysicsEngines )
|
|
|
|
|
|
|
| |
* This will definitely help the missing prim problem (probably eliminate it entirely)!
* This will help the broken up land block problem (probably eliminate it entirely)!
* Warning, change the default throttle settings at your own risk ( and don't commit the throttle settings! )
|
|
|
|
|
|
|
| |
the grid server to see if you set it's landing point to a specified landing point. If you did, and the landing point isn't LLVector3.Zero, it puts you at the configured landing point.
* Currently the grid server sticks you at 128x128x128.. so that means it'll use whatever parcel is at that location to get this information. This allows greater customization of where people log-into and teleport-to if done right.
|
| |
|
| |
|
|
|
|
|
|
| |
Patch to remove commented NotImpemented calls from within implemented script functions
|
|
|
|
|
|
|
| |
breaks compatibility on grid ops because native serialization is
used here.
|
|
|
|
|
|
|
| |
* You will probably need to clear your client's cache before this will take effect
* The problem was that the underlying libsecondlife.AssetType was returning "primitive" rather than "object". This fix is in lieu of correcting/updating our libsecondlife.dll
|
| |
|
|
|
|
|
|
|
|
|
|
| |
ansgar and i have done a bit of clean up for the "create user" and "create
region" XmlRpc methods in RemoteController (contributed earlier by ansgar),
this add a bit of consistency checking, more error checking and also
documentation of the expected XmlRpc parameters.
|
|
|
|
| |
XML. Cleaned up an error report. Noted at the top, why the two unused caps path variables must stay.
|
|
|
|
|
|
|
| |
'LLSDParseException:expected </llsd>' error.
* Objects folder still exhibits strange behavior.
|
| |
|
|
|
|
|
| |
* Sets the default estate parentID to 1.. which means that all regions are treated like private estates in the client as opposed to Linden Mainland. (no space server hiccup message). If that message annoys you and you want to get rid of it, set your parentEstateID to 1.
|
|
|
|
|
|
| |
where other data storage assemblies are.
|
| |
|
|
|
|
|
|
|
|
| |
need to work out auto table creation in a reasonable way. Tommorrow
I'll work on getting the NHibernate bits in place to be able to put this
into the main tree.
|
| |
|
|
|
|
|
|
| |
* Also adds more temporary debugging goo in case the fix didn't work
|
|
|
|
|
|
|
| |
* This patch removes voice code into a region module. This required the implementation of events and other code to allow region modules to register their own caps handlers, and should allow different voice module implementations.
* CAVEAT: This does not provide complete voice support, it merely provides the hooks so that it can be plugged in.
|