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* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
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code. Let me know by IRC if there are other problems
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and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
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packets are now
recycled to improve performance and memory usage.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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error in Scene. Affects 6 files and is Mantis#201
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* SelectAABB + Radio Button Action + 'brush size' + Apply works now.
* There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
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* Now sending South and East cords to the terrain editor..
* No new functionality from a user perspective
* Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
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current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
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notice of doom
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misc cleanup and code convention fixes.
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a few other bits of refactoring.
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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syntax to conform with .NET guidelines.
* OnChatFromViewer has been converted as an example.
* Bug: SimpleApp's NPC client does not implement a Scene property and will likely crash with a NullReferenceException when it attempts to chat.
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* You can now send instant messages to any user on the simulator, regardless of what region they are in.
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* Deleted stub ScenePresence.Body.cs
* Added stub Region classes
The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
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* Refactored to prepare for some serious restructuring
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* 'remove redundant this qualifier' ftw
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* There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients.
* We do not currently support objects listening, so there's really no way of actually using this feature.
So; somebody please wire chat all the way to the scripts.
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
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Added preliminary IRegionModule interface.
Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way.
Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule.
Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular.
Stopped Child agents showing up as part of the "show users" command.
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tools are now connected up and its now just a case of doing some bug fixing.
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stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it)
Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right.
Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
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from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true
Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new).
When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.
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* This meant introducing AbsolutePosition on all objects (since SimChat wants that)
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if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
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* Added prototypical MoneyBalance support
* Finalized konceptual touch wiring
* Turned SimpleApp into a tedious harvesting game.
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and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]
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other peoples objects) if you have permission to do so.
* Moved OnPermissionError to EventManager - now triggers a standard blue alert.
* Terraforming now requires permission via the permissions manager. [Defaults to admin-only]
* Permissions manager is now substantiated in Scene
* Buttload of new permissions added.
* Estate manager operations now require various levels of permission to operate
* OGS1 now produces 'summary reports' for a commsManager of each scene it maintains connections for. Reduces grid network traffic for ping checks.
* Added new "permissions true" / "permissions false" console command to enable or disable permissions.
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Although there seems to sometimes be a problem of when you login again, old notecards and scripts will have their permissions messed up and you won't be able to even view their text. This seems to be related to the client's cache, and if you clear your client's cache, on the next login they should be fine again. [I have a couple of ideas about what might be causing this so hopefully will have it fixed soon.]
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stored in the inventory database and you will still have that texture in inventory on later logins (Again only in standalone mode with authentication.)
Also there might be some problems if you upload textures in other regions to the start one (due to us not updating the CAPS url properly).
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