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Added sending of land overlay and parcel information. This in order to
only send avatar related information after having its position well
defined and on the right parcel. THIS MAY STILL BE BAD :)
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input to GetLandObject()
This conforms to the existing ILandChannel.ParcelsNearPoint() method
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
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parcels from the OAR.
The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one.
Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
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of merged.
The --merge switch will still merge the old and new land parcelling.
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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LICENSE.txt.
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object
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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connection (though not yet an actual ScenePresence)
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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from DataSnapshot and replace it with a best practices approach, making
it much less dependent on the land module's internal structure and types.
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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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override the default method of calculating how many prims a parcel can have.
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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libsecondlife.packets
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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(this took a while to run).
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