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* * Made covenant changes made in the estate tools persist across sim restarts.Teravus Ovares2008-01-031-1/+2
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* Tweaked "show users" formatting, added user's IP address to display.Brian McBee2008-01-032-7/+14
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* * changed form Debug to Verbose on Texture sendinglbsa712008-01-031-1/+1
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* * Added removal of TextureSenders and UserTextureDownloadService on agent ↵lbsa712008-01-033-5/+34
| | | | leaving region.
* Set svn:eol-style.Jeff Ames2008-01-032-232/+232
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* * Some work on TextureDownloadModulelbsa712008-01-033-214/+236
| | | | | * fixed Cancel bug
* Reduce maximum number of items in an inventory packet to approximate Linden ↵Justin Clarke Casey2008-01-031-3/+3
| | | | servers count, to see if this solves Ursula's inventory problem
* Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey2008-01-031-0/+1
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* I have fixed the ZeroDecodeCommand bug, and restored my packet recycling ↵Johan Berntsson2008-01-037-79/+75
| | | | code. Let me know by IRC if there are other problems
* Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey2008-01-021-7/+15
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* * Added the ability for Region Owners to add and remove estate managers ↵Teravus Ovares2008-01-022-26/+84
| | | | | | | | | using the estate tools. * Estate managers get abilities like the region owner for now. * Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet) * Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
* Full .dll-name in config option for ScriptEngine. Loading only scriptengine ↵Tedd Hansen2008-01-021-3/+3
| | | | | | | specified in config. ScriptServer will still not start!
* * Did a bit of estate work. Added some fields to EstateSettings.xml for ↵Teravus Ovares2008-01-023-5/+97
| | | | | | | | estate managers. * You can put UUIDs in those fields to give other users some ability to help manage a sim you own. * Also started decoding the EstateOwnerMessage packet convolutions.
* * Trying to address TextureSender issueslbsa712008-01-022-37/+43
| | | | | | * The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present * introduced some TryGetValue and various code convention stuff
* * Re-wrote IM that sends the friend request so that it displays the name of ↵Teravus Ovares2008-01-023-6/+13
| | | | the person who sent the request, or (hippos) if it can't find it.
* * Updates UserServer Teravus Ovares2008-01-021-1/+174
| | | | | | | | * Updates OSG1UserServices * Friends list is now persistent in grid mode. * You can add, new friends and remove them
* Fixed nant compile problemTedd Hansen2008-01-011-8/+17
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* Trying to fix nant compile errorTedd Hansen2008-01-011-327/+318
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* Temp removed new data types patch from Mantis #272, causing compile problems ↵Tedd Hansen2008-01-011-336/+337
| | | | (nant)
* Minor changes. Changed Prebuild.xml to avoid first-time-compile error ↵Tedd Hansen2008-01-011-306/+330
| | | | because of dependencies. Made some changes to new LSLString.
* Adrianas 0000272 -- I think we need to implement standard ↵Tedd Hansen2008-01-011-0/+304
| | | | string/integer/float functions too.
* Fixed string issue in compilerTedd Hansen2008-01-012-35/+49
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* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-019-36/+390
| | | | | | | | simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
* Correction of last commitTedd Hansen2007-12-313-97/+102
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* Changed type comparison from String to object typeTedd Hansen2007-12-311-9/+9
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* Correct location of DotNetEngine. Remove some debug stuff since my addins ↵Justin Clarke Casey2007-12-311-15/+5
| | | | problem turned out to be local.
* Set svn:eol-style and svn:ignore.Jeff Ames2007-12-315-728/+728
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* Changed from "Load all .dll's in ScriptEngine" to "Load only DotNetEngine" ↵Tedd Hansen2007-12-311-1/+3
| | | | (temporarily hardcoded) to avoid problems with two scriptengines existing in ScriptEngine folder.
* Standard library folders can now be configued in the xml in ↵Justin Clarke Casey2007-12-312-6/+21
| | | | | | | | inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
* * Added a catch for RemotingErrors on the TCP initTeravus Ovares2007-12-311-0/+4
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* * Added graceful remote script server connection error handlingTeravus Ovares2007-12-303-46/+298
| | | | | * Removed a friends module test that I had.
* * Fixed References in Prebuild so the project compilesTeravus Ovares2007-12-302-4/+43
| | | | | | * Added Friends List methods to IUserData interface * Created Stub friendslist Database Methods
* Comments + fix = in theory stand alone script server + "RemoteSevrver" ↵Tedd Hansen2007-12-303-2/+5
| | | | ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
* server->script event path almost ready for remote scriptengine (translation ↵Tedd Hansen2007-12-305-85/+127
| | | | table between local script ID and remote script ID missing)
* Added ScriptEngine.RemoteServer moduleTedd Hansen2007-12-304-0/+424
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* In this commit I am using an editor feature called "Save All" before I commit.Tedd Hansen2007-12-305-1/+23
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* Added comments to ScriptEngine classes that explains what their purpose isTedd Hansen2007-12-307-0/+71
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* * re-applied AddNewPrim refactoring... third time now...lbsa712007-12-301-36/+34
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* * Patch from Alondria that re-fixes llSetColorTeravus Ovares2007-12-301-20/+20
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* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-3010-167/+158
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Applied Melanie's same instance IM fix. This will make IMs work within ↵Teravus Ovares2007-12-302-5/+18
| | | | the same OpenSim Instance.
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-282-3/+2
| | | | and description. Thanks Melanie.
* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-283-10/+33
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* * Made a copy of parts before updating to avoid dictionary updated ↵lbsa712007-12-282-4/+10
| | | | | | | | exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
* * redid the AddNewPrim refactoring as that got lost in r2855lbsa712007-12-281-35/+34
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* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-288-231/+166
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa712007-12-286-40/+41
| | | | | | | scheme won't hold for serialization * Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
* * Patch from Melanie. Thanks Melanie!Teravus Ovares2007-12-281-2/+2
| | | | | | | | | * This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache. * Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one. * It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed. * The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files. * It also includes new versions of 4 other textures, which were no longer loadable in grid mode.