| Commit message (Collapse) | Author | Age | Files | Lines |
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grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers.
Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place).
Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza.
A few other changes/fixes.
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never stops.
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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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object updates since unlinking.
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* Warning: Only try on Linux, Windows builds still have a terrain database problem.
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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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and sitting back down animation
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* Tweaked a few things
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* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
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* All thanks to unimplemented packet listing :D
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* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
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final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
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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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* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client
* Fixed SendOwnWearables to always operate on self, as that's what it does
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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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* Ignored some bins
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all three physics plugins.
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InevntoryServer
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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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* Fixed introduced bugs in ScenePresence
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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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groups. :)
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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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Tleiades patch 444 and 445.
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* updated to rev 1413 on libsecondlife.dll and libsecondlife.dll.config (#423)
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make sense, but maybe we need to handle agentUpdates form children too.
* Ignored some bins
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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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