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* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+2
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-3/+10
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* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-114-4/+69
| | | | override the default method of calculating how many prims a parcel can have.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-102-13/+12
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* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-071-3/+9
| | | | reference not set to an instance of object' exception
* revert 5028, as this approach to 1 nick per avatar isn't going to work, Sean Dague2008-06-061-21/+8
| | | | | | | however, I think I understand now how to make it work. I just don't want to have this broken for people this weekend.
* experimental IRC changes, because it's friday, and I'm curious if thisSean Dague2008-06-061-8/+21
| | | | | | will work.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-0/+1
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Mantis#1460. Thank you, CMickeyb for a patch that addresses:Charles Krinke2008-06-051-10/+23
| | | | | | | | I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization. I have two objects in different regions that open remote data channels in the state_entry event. It appears that the state_entry call is executing before the postinitialize method is called in xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
* Update svn properties.Jeff Ames2008-06-051-25/+25
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* * refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey2008-06-051-5/+5
| | | | | | * 5000 commits in this repository!
* * exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey2008-06-054-13/+34
| | | | | | * Not yet ready for public use
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-054-7/+7
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-043-19/+199
| | | | | | * However, still not actually archiving anything except textures
* Update svn properties.Jeff Ames2008-06-041-129/+129
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* * Start writing out assets metadata file for archiverJustin Clarke Casey2008-06-042-17/+132
| | | | | | * Ignoring it on reload as of yet
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-048-115/+115
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* * experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey2008-06-031-0/+9
| | | | | | * no other prim items are archived yet
* * Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey2008-06-033-6/+5
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* * This should fix presence issues.Teravus Ovares2008-06-031-2/+7
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* * experimental: Once we've received all the required assets from the asset ↵Justin Clarke Casey2008-06-021-1/+13
| | | | service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
* * experimental: Make OpenSim archiver save and reload all prim textures when ↵Justin Clarke Casey2008-06-021-2/+11
| | | | not all faces have the same texture
* * This update enables grid wide presence updates.Teravus Ovares2008-06-021-10/+122
| | | | | | | * You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers. * All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline. * Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
* * Fixes a bug saving the current sun phase to the estate_settings file.Teravus Ovares2008-06-022-2/+10
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* * This enables grid-wide instant messaging in a peer to peer with tracker ↵Teravus Ovares2008-06-011-23/+167
| | | | | | | | style way over XMLRPC. * Friend status updates are still only local, so you still won't know before instant messaging someone if they're online. * The server each user is on and the user server must be updated or the instant message won't get to the destination.
* * Committing more unfinished stuff. Nothing significant at the moment. IM ↵Teravus Ovares2008-06-011-11/+246
| | | | related.
* Update svn properties.Jeff Ames2008-06-011-45/+45
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* * Committing some stuff I'm working to make it so I can commit an upcoming ↵Teravus Ovares2008-06-011-3/+169
| | | | patch from Dahlia. IM type stuff. No big deal, not done.
* * Fix build break by eliminating remaining IScenePermissions references - ↵Justin Clarke Casey2008-06-011-3/+1
| | | | | | | | must remember to nant clean * Hook all server startups into base opensim server startup method
* * Updates permission module so that GenericCommunicationPermission returns ↵Teravus Ovares2008-06-011-2/+3
| | | | true. Instant messages, inventory transfers use this.. and it was always returning false.
* * Enable loading of textures in OpenSim archives with load-oar/save-oarJustin Clarke Casey2008-05-311-2/+0
| | | | | | | * Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces). * This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)
* * Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey2008-05-313-3/+35
| | | | | | * No user functionality yet
* * If you check fixed sun, in the estate tools 'terrain tab', the sun will ↵Teravus Ovares2008-05-301-1/+8
| | | | fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
* * You can set the sun phase via the estate tools now. It doesn't persist ↵Teravus Ovares2008-05-301-15/+16
| | | | across reboots though.
* * Hook up archive loading to load in prim xml dataJustin Clarke Casey2008-05-304-19/+57
| | | | | | * This now has equivalent functionality to load-xml2 - no asset data is restored yet
* * Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey2008-05-303-4/+276
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* * Stop the IRC module throwing a nre on shutdown if it isn't actually being usedJustin Clarke Casey2008-05-301-2/+5
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* * Successfully pick out prims.xml file from archiveJustin Clarke Casey2008-05-305-6/+79
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* * Read all files from tar archiveJustin Clarke Casey2008-05-302-11/+55
| | | | | | * No reload functionality implemented yet
* while investigating why IRCBridgeModule.Close() was having no effect, iDr Scofield2008-05-302-14/+28
| | | | | | | | | | | | | | | | | | | noticed that Scene.Close() will only call Close on non-shared region modules. i've now added code to SceneManager.Close() to collect all shared region module from each scene before calling Scene.Close() on it and then, once, all Scenes are closed, go through the list of collected shared region modules and close them as well. SceneManager.Close() is only called when we initiate a shutdown --- i've verified that a Scene restart does not trigger the shutdown of shared modules :-) also, this adds a couple of bug fixes to the IRCBridgeModule (which after all didn't take kindly to being closed) as well as a check to InterregionModule's Close() call. finally, this fixes the RestPlugin's XmlWriter so that it no longer includes the "xsd=..." and "xsi=..." junk.
* * Fixed a dangling event hook that I added.Teravus Ovares2008-05-302-6/+67
| | | | | * Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-304-177/+177
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* * Added helper method to the Sun module to Get the Linden hour based on the ↵Teravus Ovares2008-05-302-1/+18
| | | | math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
* * Updated sun module to only send sun updates to root agents. Because it ↵Teravus Ovares2008-05-301-3/+54
| | | | was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
* * Caches UUIDName requestsTeravus Ovares2008-05-291-2/+46
| | | | | | * Looks up UUIDNames for script time and colliders in a separate thread. * Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
* * Fixed a slight issue with the LLRAW exporter.Adam Frisby2008-05-282-3/+4
| | | | | | * Linden uses a neutral height channel of 128.0 on their multiplier. OpenSim was using a neutral of 127.0 - this has been changed to 128.0, this may cause files exported to the .RAW format to look slightly different when loaded back in - it is highly recommended to use the R32 format instead which avoids these sorts of issues. * Made a tweak to the Terrain Plugin loading process.
* * Minor: Another small log adjustmentJustin Clarke Casey2008-05-281-1/+1
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* * Minor: Log message clean up in archiver codeJustin Clarke Casey2008-05-282-3/+5
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* * Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey2008-05-285-11/+182
| | | | | | | | tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
* * Put textures into a separate assets/ directory in the opensim archiveJustin Clarke Casey2008-05-282-6/+37
| | | | | | | * Fix nre where the asset couldn't be found * Not ready yet