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* * 0001571: (PATCH) patch to implement editable sphere meshes for ↵Teravus Ovares2008-06-191-17/+111
| | | | | | | meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!! * The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
* * Refactors call to OutPacket out of AssetCache and into LLClientViewTeravus Ovares2008-06-183-0/+83
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* Mantis#1567. Thank you kindly, Dmiles for a patch that addresses:Charles Krinke2008-06-181-1/+10
| | | | | | Add a .Trim() that was forgotten in a previous patch titled: [PATCH] Adds an API for for plugins to create new Console commands and Help
* * By popular demand, skipping trees from the map tile generation routine. ↵Teravus Ovares2008-06-181-0/+6
| | | | Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
* revert 5134. Changing these bitmaps to 24bit just breaks things, and they ↵Sean Dague2008-06-182-2/+2
| | | | | | | | never display on the client.
* Minor formatting cleanup.Jeff Ames2008-06-184-71/+54
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* make neb happy. I found where we initialized the dynamic textures toSean Dague2008-06-182-2/+2
| | | | | | 32bit images and changed them to 24bit images.
* change the default drawing font from Times -> Arial, asSean Dague2008-06-181-4/+12
| | | | | | | | san serif fonts are a bit easier on the eyes on textures. Add a new "FontName" attribute that can be used to override the font type.
* tweak dynamic texture stuff after the meeting today. This shouldSean Dague2008-06-171-1/+7
| | | | | | | now preserve the bulk of the texture attributes, and force on full bright. Not tested yet, but shouldn't bother most people.
* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-176-52/+16
| | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-174-29/+18
| | | | SceneXmlLoader.CreatePrimFromXml2()
* Update svn properties.Jeff Ames2008-06-172-187/+187
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* * Increase WEBMAP tile jpeg quality.Teravus Ovares2008-06-171-1/+29
| | | | | * I'm not sure if this method works on Linux.. but I guess I'll find out :P
* * Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey2008-06-161-3/+8
| | | | default texture as well as its face textures
* * Enables binary data in BaseHttpServer with 'image' in content type.Teravus Ovares2008-06-161-1/+80
| | | | | | | | | * Enables regular jpeg map images to be served directly from the region. * EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5 * This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes> * The Webmap image location gets printed on the console when the simulator starts up. * JPEG data is cached so we only create the webjpeg once.
* * minor: Get rid of rogue "Current node RootPart" message in the ↵Justin Clarke Casey2008-06-161-2/+0
| | | | SceneObjectGroup
* * Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey2008-06-162-32/+100
| | | | | | | | | | levels * This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use
* * refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey2008-06-164-40/+96
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* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-163-70/+113
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* * 0001558: [PATCH] Add support for full collision geometry feature set for ↵Teravus Ovares2008-06-152-88/+296
| | | | | | | linear path prims (patch attached) By Dahlia. Thanks Dahlia! * This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
* * minor: A few miscellaneous doc comments before I break and start on ↵Justin Clarke Casey2008-06-142-3/+3
| | | | something else
* * Vintage 2, a good year.Teravus Ovares2008-06-141-4/+6
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* * Fixes: 0001554: r5106 update fails to load on some regions with NullRef ↵Teravus Ovares2008-06-141-0/+20
| | | | error on volume portion of maptile drawing routine.
* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-144-6/+82
| | | | | | | | | same instance. * Only generates a new maptile after a refresh interval * Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary. * Updates RegionInfo, so backup your /bin/Region/*.xml files.
* * minor: Remove LINK_SET debug Console WritelineJustin Clarke Casey2008-06-131-2/+0
| | | | | | | * only appeared in DotNetEngine's LSL_BuildIn_Commands.cs * Nice spot Ewe Loon (http://opensimulator.org/mantis/view.php?id=1548)
* * Double timeout on region registration XMLRPC call to the grid serviceJustin Clarke Casey2008-06-131-1/+4
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* A little minor cleanup and harmonizing between LSL_BuiltIn_Commands.csCharles Krinke2008-06-132-19/+9
| | | | | and its copy LSL_ScriptCommands.cs
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-136-72/+43
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-124-14/+279
| | | | | * Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* * minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey2008-06-122-2/+4
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* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-127-58/+46
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-122-5/+12
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* * Insulate maptile volume draw routine against TextureEntry oddities.Teravus Ovares2008-06-121-14/+28
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* * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵Teravus Ovares2008-06-121-1/+143
| | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
* For people receiving: Exception: System.ArgumentException: Value of ↵Teravus Ovares2008-06-111-8/+41
| | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing...
* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-119-15/+86
| | | | override the default method of calculating how many prims a parcel can have.
* Mantis#1514. Thank you kindly, Boscata for an InventoryServer patchCharles Krinke2008-06-111-0/+20
| | | | | | to allow the InventoryServer to work with MSSQL..
* Mantis 1370. Thanks lulurun for the patchJohan Berntsson2008-06-111-2/+3
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* * Fix the string substitutions in the last commitJustin Clarke Casey2008-06-111-1/+1
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* * From inspecting OSGrid WP logs, it appears one particular client is ↵Justin Clarke Casey2008-06-111-3/+14
| | | | | | | | failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent() * If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
* Mantis#1529. Thank you kindly, Grumly57 for a patch toCharles Krinke2008-06-101-1/+2
| | | | | | xengine to: Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-106-62/+39
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* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-103-50/+76
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* *Fixed bug that caused failure when System.Console.Readline returns null (no ↵mingchen2008-06-091-4/+10
| | | | | | | stdin) *Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-095-65/+67
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* Mantis#1469. Thank you kindly, Mikem for a patch that addresses:Charles Krinke2008-06-091-0/+24
| | | | | | | | | | | | | | Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life: list mylist = []; mylist += [1, 2, 3]; mylist += "four"; list newlist = mylist + 5.0; The problem is that the LSL_Types.list class does not have an operator for adding a string to a list. I am including a patch which implements adding a string, integer or float to a list. I am also including tests. The file LSL_TypesTestList.cs belongs in OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-084-111/+317
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* * Added compiler pre-processor, #if SPAM to SensorRepeat... so if you ↵Teravus Ovares2008-06-081-3/+12
| | | | really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
* * Fixes llDetectedKey. Teravus Ovares2008-06-081-53/+2
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* Added a "if(entity != null)" before the call to Charles Krinke2008-06-081-1/+3
| | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.