| Commit message (Collapse) | Author | Files | Lines |
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* Added PostGreSQL support
* Added MySQL/MySQLXGroupData.cs
* PostgreSQL data access implementation
* PostgreSQL dll binarie and RegionStore.migrations
* Migrations Scripts from MSSQL to POSTGRES
* Postgres SQL Type fixes
* Postgres SQL Connection string
* Data type issues
* more fixes
* tests and +tests
* UUID x string - FIGHT!
* Fixed PG types to internal csharp types
* More data type fix (PostgreSQL fields are case sensitive) :(
* more field case sensitive fixes
* changed the migration files to be case sensitive for fields.
* fixed fields case
* finished converting, now search for hidden bugs.
* some more fixes
* bool type fixed
* more case fixes;
* creatorID case fixed
* case fields fixed
* fixed default now() for TMStamp fields with don't allow nulls.
* fix case sensitve for Region name and Estate name
* fixed case for names for search
* fix class name Error
* Bug fixed on select and migrations
* Un-Reverting my change due to Postgres issue with the ILIKE function
* Fixed some issued for Diva Distro
* Fixes for integration with Diva Distro
* Added System.Core to prebuild.xml for PG project
* Configured to make DIff for Push to OpenSim Project
* Diffs only to PostgreSQL mods.
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Restrict IPresenceData.VerifyAgent to only return bool result
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home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
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works, some outstanding issues around login location and border crossings on y axis.
Signed-off-by: Melanie <melanie@t-data.com>
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conform to the changes in the generic table handler.
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missing from response, namely Library and Friends. Appearance service is also missing.
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(deleting all but one presence record) on logout so that they don't pile up.
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remove duplicate mock inventory service
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Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail
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a missing asset
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Implement more parts of TestAssetService
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inventory and asset, service modules. The boolean startServices was replaced with realServices string. If the string contains the word asset, it will start a real asset module, if it contains inventory, it starts a real inventory. Otherwise, it use mock (NullPlugin-like) objects, for tests that don't really need functionality.
* SetupScene is now actually sharing the asset and inventory modules if the tester wishes to have multiple regions connected. To link regions, just start SetupScene with the same CommunicationManager for all scenes. SceneSetupHelper will hold a static reference to the modules and won't initialize them again, just run the scenes through the modules AddRegion, RegionLoaded and PostInitialize.
* With the recent changes, both asset and inventory (and in the future, user) services should always be asked from the scene, not instantiated alone. The tests should reflect this new behavior and always start a scene.
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LICENSE.txt.
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
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not the attachment.
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* Nothing user facing yet.
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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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.
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* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
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got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
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turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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(though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
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gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
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** jumping
** crouching
** landing on prim
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
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notice of doom
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