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the Grid servers can be a separate solution to the region server.
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* cleared up verbose/noverbose/disableOutput douple negation confusion in ConsoleBase
* 2d chat radius is now 3d chat sphere
* removed unused fast 2d radius calc
* added chat type 0xFF : broadcast (no sphere checking)
* OpenSimMain now exposes its LocalWorld
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to the non functioning remote asset server), also currently just uses textures that we already had added to the asset server (this is the first thing that needs fixing)
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start the loginserver)
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Note: This is untested but is a very simple change and should 'just work'. If someone can test, appreciated.
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. cut down on the system console output (should really be stopping it all but not all output is going through OpenSim.Framework.Console)
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login server, physics engine etc. To use this mode add just -configfile to the startup line (instead of the -sandbox etc)
A example of what to add to the xml is: SandBox="true" LoginServer="true" UserAccounts="false" LocalAssets="false" PhysicsEngine="basicphysics" (add those to config node in simconfig.xml).
The current options for PhysicsEngine are : basicphysics, RealPhysX, OpenDynamicsEngine.
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config file), this one: "-localasset" (without the quotes) is a temporary hack to use a local asset server when in grid mode. (use with extreme caution if you have more than one sim in a grid)
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mode, currently they are not persistent between restarts (ie restarting opensim.exe) but should be persistent between sessions (login/ logout).
Use the -account command line arg to enable them and then create new accounts through the web interface
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Merged most of the bug fixes etc in from LLdemo branch.
Added the textures from that branch.
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the exe.
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show's
* Removed Golden Future TCP/SimChat options
* Moved Ode.NET.dll to bin and changed prebuild accordingly (due to Prebuild limitations)
* Normalized some namespaces
* Added FxCop project
* Added (temp disabled) Servers project (for great justice)
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Currently you can:
now create new body parts and clothes.
edit those clothes and wear them.
But currently you will not see most of the edited effects on your own avatar, although often other clients will see those changes on your avatar.
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Updated buildscripts (to fix ODE references)
Fixed up ODE plugin to the point of being able to login and get weird bugs (no real movement code yet)
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* Prebuild exe is now built in /bin dir
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