| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
|
| |
* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
|
| |
|
|
|
|
| |
has not been invoked
|
|
|
|
|
|
|
|
| |
Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
| |
error in Scene. Affects 6 files and is Mantis#201
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
|
|
|
|
| |
explicit
|
|
|
|
|
|
|
|
| |
the loaded Sceneobjects (as per mantis request #53).
To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID".
If you don't add the "-newUID", then the uuids in the xml file will be kept.
|
|
|
|
|
| |
* Various refactorings
|
|
|
|
|
|
|
| |
to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
|
|
|
|
|
| |
As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
|
|
|
|
| |
working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
|
|
|
|
|
|
|
| |
the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
|
|
|
|
| |
owner issues 'shutdown' on the console.
|
| |
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
|
|
|
|
| |
into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
| |
* Fixed a bug where ODE tries to do a physics update for zero frames.
|
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
| |
* Implemented SceneManager.StopScene() and Scene.Stop()
* Some SimpleApping
|
|
|
|
|
| |
* Refactored some names for clarity
|
|
|
|
|
| |
* 'remove redundant this qualifier' ftw
|
| |
|
| |
|
|
|
|
|
|
|
| |
with 'root'
* Removed some duplicated commands
|
|
* Normalized 'change-region' so (almost) all commands are context sensitive (use 'root' or '..' to set 'all scenes' context)
* 'terrain-sim' is thusly obsolete, use 'change-region', followed by 'terrain'
* Introduced SceneManager to administrate operations on group of scenes and moved relevant funcs there.
* In it, there's a ForEach(Action<Scene>) that either passes all scenes, or only current scene depending on context.
* Changed default prim backup (save-xml/load-xml) xml to "prim-backup.xml"
* Changed Disable/EnablePermissions to BypassPermissions = true/false;
Also:
* Removed unused and non-existent project ref
|