| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |_|_|_|_|_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | | | | | | |
|
| |_|_|_|_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
entries on standalone if applicable.
|
| |_|_|_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
default instead of None
|
| |_|_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
yes instead of no.
|
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
clearer what they relate to.
|
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
same name as an existing estate.
|
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
existing opensim estate when there aren't any. Proceed directly to estate setup instead.
|
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
a local variable
|
| |_|_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | | |
region part of an existing estate, then list the existing region names.
|
| |_|_|_|_|_|_|_|_|_|/
|/| | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
different name on initial setup.
Turns out we had stopped saving estate settings immediately after the name change. The scene constructor then reloade the settings and oblitereted the different name.
This code could be more efficient since there's no reason for scene to reload the settings when they are already known to be valid.
Thanks to Thoneve for the spot on this.
|
|\ \ \ \ \ \ \ \ \ \ \
| | |_|_|_|_|_|_|_|_|/
| |/| | | | | | | | | |
|
| | |_|_|_|_|_|_|_|/
| |/| | | | | | | | |
|
| | |_|_|_|_|_|_|/
| |/| | | | | | |
| | | | | | | | |
| | | | | | | | | |
to make the association clear
|
|/ / / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing
changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
|
| | | | | | | | |
|
| |_|_|_|_|_|/
|/| | | | | | |
|
| |_|_|_|_|/
|/| | | | |
| | | | | |
| | | | | |
| | | | | | |
* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
client protocol packets
These levels correspond to packets that one isn't usually interested in when debugging (e.g. regular outgoing SimStats packets)
This is equivalent to what we had a year ago before it was removed. It's extremely crude since it doesn't allow one to pick individual clients or packets. However, it can still be useful when debugging packet race conditions.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
register with the grid service in grid mode
|
| |_|_|_|/
|/| | | |
| | | | |
| | | | | |
to make it more configurable.
|
| | | | |
| | | | |
| | | | |
| | | | | |
support estates without seeking further input on the console.
|
| |_|_|/
|/| | | |
|
| |_|/
|/| |
| | |
| | | |
can fail if no land is loaded
|
|/ /
| |
| |
| |
| |
| | |
stored in regionsettings. Upon generation of a new tile image, the old one is deleted. Tested for SQLite and MySql standalone.
* Fixed small bug with map search where the local sim regions weren't found.
|
| |
| |
| |
| | |
* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
|
|\ \
| |/
| |
| |
| | |
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
deleted, including old LoginService.
|
| | |
|
|/
|
|
|
| |
appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
|
|
|
|
| |
unfortunately, these commands cannot yet be properly relocated to the region modules due to deficiencies in the region module infrastructure
|
|
|
|
|
|
|
| |
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system
* Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler
* Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
|
|
|
|
|
| |
* Remove client servers when regions are closed or removed
* Thanks randomhuman!
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
|
| | |
|
| |
| |
| |
| | |
minimally. A few bugs to catch now.
|
|/
|
|
| |
the scene itself but SceneCommunicationService, for now. Beginning to clear the code from using Region.Communications. grid stuff.
|
| |
|
| |
|
|
|
|
| |
massive bug that was introduced in revision 1. So here is the first part of that fix.
|
|
|
|
|
|
| |
Change all uses of the HttpServer properties to use the new singleton
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The admin_close_region method removes a region from the simulator without deleting it.
The region can then be recreated by calling admin_create_region with the same UUID.
There is also a change to admin_create_region to facilitate this.The reason I want
to have this functionality is to make it possible to detach regions when they are
idle and recreate them on demand through a web interface. It's probably doable
using the existing methods by saving and loading oars, but it also doesn't seem
like that should be necessary.
|