| Commit message (Collapse) | Author | Age | Files | Lines |
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allowed!
*Started cleaning up the land module
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won't be useful until we let the client cache (again?)
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prefixes
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* Fixed a bug with Terragen loader where it would do bad things on a non 256x256 sized terrain. Now loads the array correctly.
* Moved MapImageModule.cs to Modules/World/WorldMap
* Changed Location.RegionHandle to use Helpers.GetUlong instead of doing it ourselves.
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CachedUserInfo
* Remove unused/superseded methods from GridInventoryService
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* Put warning in remove folder method about non implementation (not that this is used anyway - may be legacy)
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* Remove old framework asset transactions files which were region modularized
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does not regenerate until you're dead!
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* Nothing user facing yet.
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* Removed all references where possible.
* Renamed lots of variables from UDPServerXYZ to clientServerXYZ
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are in.
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fighting with it.
* DuplicateOnRay without copy center works in all directions.
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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with namespaces.
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conflict monster later. Not done yet, doesn't crash the server.
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* Written some unit tests for Terrain Module as an example.
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you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
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* This is one of those times (should fix build)
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* Attached.
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directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.)
* This should be moved into a seperate project file.
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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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* Interfaces and methods have been defined for basic operation, however a replacement grid module is required to share region URIs with neighbours for this module to work.
* Tackling that next.
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it more seriously.(or someone else does). It prints a 'Unable to enumerate' message on the console.. so it won't be forgotten.
It isn't critical data atm though.
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Thanks Dee100!
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child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
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* From reading the code, the cause must be that a 'show objects on my parcel' is performed when there are objects belonging to more than 32 people
* I'm not sure why there is a hardcoded 32 limit but I'm leaving it in place for now. I don't regard this mantis as resolved.
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Note: This is the first part of some changes from Dr Scofield to support console-less operation of an OpenSim region server.
The changes are not yet complete.
* refactors OpenSimMain into two classes: OpenSimMain and
OpenSimMainConsole. OpenSimMainConsole derives from OpenSimMain
and basically is the "old" OpenSimMain
* drops StartConsole from RegionApplicationBase (was only called
from the "old" OpenSimMain anyhow)
* reverts the changes to TryGetScene(string, out scene) as that
seems to work perfectly fine
* adds a check to region-remove to see whether
m_sceneManger.CurrentScene is non-null before comparing it against
the region-to-be-removed
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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determine which file extension this loader is capable of handling.
* Added ITerrainLoader import capability to Terrain Plugins module - this allows you to write new terrain format plugins without modifying the terrain module directly.
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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