| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
|
|
|
|
| |
* Refactored to prepare for some serious restructuring
|
| |
|
|
|
|
|
| |
* 'remove redundant this qualifier' ftw
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
|
| |
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)
|
| |
|
|
|
|
| |
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.)
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
tools are now connected up and its now just a case of doing some bug fixing.
|
|
|
|
|
|
|
|
| |
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)
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
* This meant introducing AbsolutePosition on all objects (since SimChat wants that)
|
|
|
|
| |
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).
|
|
|
|
|
|
|
| |
* Added prototypical MoneyBalance support
* Finalized konceptual touch wiring
* Turned SimpleApp into a tedious harvesting game.
|
|
|
|
| |
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.]
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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.]
|
|
|
|
|
|
|
| |
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).
|
|
|
|
| |
subscribe to.
|
| |
|
|
|
|
|
|
| |
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
|
|
|
|
|
|
|
| |
* fixed 'users' console command
* minor refactorings
|
|
|
|
| |
were reversed.
|
|
|
|
| |
folder or anything so there is at the moment no way to recover deleted objects.
|
|
|
|
|
|
|
|
| |
you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon.
We also need better clothing for the new ruth and to edit the body shape.
To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
|
| |
|
| |
|
|
|
|
|
| |
* Other viewers in the sim will see updates no more than once every 5 seconds.
|
|
|
|
| |
coords directly.
|
|
|
|
|
|
|
|
|
|
|
| |
server/service, userprofile cache, inventory handling. (non of it is enabled yet (or at least it shouldn't be).
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
|
|
|
|
|
| |
* Added capability to support minimum/maximum terrain limits (from the last 'bake')
|
|
|
|
| |
modules (eg "client", "grid", "terrain", "storage", etc)
|
| |
|
|
|
|
| |
/ 5.0. (5 seconds = raise one brush radius)
|
|
|
|
|
|
| |
*Made the Parcel class its own file and moved the Parcel and LandManager into their own folder in Environment
*Some renaming might need to be done so the Parcel class doesn't have issues with the libsecondlife Parcel class, but Land doesn't seem right.
|
| |
|
|
|
|
|
|
| |
*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
|
|
|
|
| |
simpleApp), to try out a basic test npc character(/class).
|
|
|
|
|
|
|
|
| |
have a direct reference to the UDP/Packet server's clientmanager, instead it should send all data through the ScenePresences.
For those functions that was using the clientManager's foreachClient(delegate) method, there is now a ForEachScenePresence(delegate) in scene.
This change helps with the decoupling of client packet functions from the scene functions.
|
|
|
|
|
|
|
| |
Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
|