| Commit message (Collapse) | Author | Age | Files | Lines |
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a fixed 30 minute day and the sun going East -> West again. It gets rid of
super noon as well. It's a bit debug heavy right now, which I'll clean up
tomorrow. I also plan to make time progression configurable in OpenSim.ini,
but that will be tomorrow.
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As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
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use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
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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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PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
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Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
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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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* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
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* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
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assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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to be sent to the core application.
* Disabled by default, but has two functions so far -- shutdown (timed or now), and create-region.
* Added SendGeneralAlert function to SceneManager allowing all-user alerts to be sent from OpenSimMain.
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groups. :)
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need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
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still be used, I have added new console commands of "load-xml2" and "save-xml2", if the old versions worked for you then please continue using them (at least for now). The new versions haven't been tested that much, so their format could be subject to change.
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Rookiie and nebadon for laying all the ground work)
Fixed a bug, preventing standalone mode to report neighboring sims correctly
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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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Bugs 449, 454, 408, 244, 197
implemented InformClientOfNeighbours as an asynchroneous process, handling timeouts without blocking the main thread.
Improved logging of errors, removed catch all in try catch
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did a few weeks ago but never committed (and never completely finished what I had planned).
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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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The functions implemented are:
llListen
llListenControl
llListenRemove
llOpenRemoteDataChannel
llCloseRemoteDataChannel
llRemoteDataReply
The events implemented are:
listen
remote_data
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* Attempted fix for lag/pause when doing lots of updates.
* Some naming fixes to libTerrain.
* Refactored terrain bitmap generation into a common call for both world map and export.
General:
* Switched some calls to Console.WriteLine to use MainLog.Warn/Verbose/Notice.
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intra-instance requests to
* Every Scene has a ClientManager (as every dog it's day) since two scenes can have the same circuit as client.
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* Default Terrain algorithm now produces something slightly less mountainous.
* Fixed lolcat
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numbers for the update call.
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* Fixed a bug where ODE tries to do a physics update for zero frames.
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from per-framecounts to per-second time periods and moving to OpenSim.ini shortly.
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functionality
* Working towards one shared set of services
* Killed off two projects with very little functionality
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* Changed so prims aren't loaded until AFTER parcels.
* The region startup flow is still an ungodly rats nest.
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* Added Close() to ScenePresence to remove and destroy PhysicsActor
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