| Commit message (Collapse) | Author | Age | Files | Lines |
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Looks like it has nothing to do with childregions - reverting and will
try to debug after the sleep. Sorry for the noise :)
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childagents. The infrastructure is not robust enough to handle it at
this time - so ignore all the MapBlock requests for childagents.
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IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
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never stops.
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you see a difference.
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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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go )
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object updates since unlinking.
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OpenSim.ini.example **
* Now moved region storage from region to application, so we have one storage per application, instead of one per region.
* Changed so that the region store providers use connectionstrings, not filenames
* Removed various unfit fields and properties (call me Darwin)
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* Made startup a little bit more forgiving on dll load
* Minor renamings and musings
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hover your mouse over prim with the object name, description, ownerid.. etc.
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next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
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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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named region/scene.
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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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and alpha argument of the llSetText command.
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e.Scene is copied to locale variable scene and replaced when it is null,
but in the LLVector3 constructor in the next line, e.Scene is used, so
it can be null.
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OpenSim.ini.example in the bin folder for an example.
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sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
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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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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
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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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MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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velocity.
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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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