| Commit message (Collapse) | Author | Age | Files | Lines |
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
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server hits something terminal.
This was the original intention, but the line order was slightly wrong.
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far, only windows lib updated. Need to do the Linux version.
* Update also checked into opensim-libs
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settings.
Also added exception handling if string->float conversion still should fail for some reason.
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
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llDeleteSubString:
from the c# implementations of string.SubString(start,len) and string.Remove(start,len).
Especially since negative indexing and exclusion are included in the LSL versions.
This patch is closer to the LSL version. Maybe an osSubString and osRemoveString
would be appropriate?
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300 msecs can be too slow and cause a timeout to occur. This is reported when
llHTTPRequest times out but may not be reported for other functions like
osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears
that the value affects not just llHTTPRequest's.
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now actually checks your authentication keys rather than ignoring them.
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OpenSim.DataStore.MonoSqlite.dll before replacing with OpenSim.Framework.Data.SQLite.dll
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OpenSim.Framework.Data.SQLite.dll during runtime.
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Added old LSO code, will use it as base to create new LSO VM.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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on how much to effect the land.
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** jumping
** crouching
** landing on prim
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Linden insisted that Havok was running at 45fps internally.
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
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LSL_BaseClass to allow them to be called in LSL scripts.
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method.
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crash) exceptions.
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directly to developers (disabled for now)
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Still needs hooking up for all commands in both ends, separation of local and remote LSL-commands, etc.
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* This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini
* Implemented for sqlite and MySQL, no MSSQL implementation yet
* As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change.
* More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
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* Remember, the client doesn't support web_login to other grids in the current RC, however the next RC will.
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dll location
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namespace to mirror what is done with MySQL. This will require a
configuration change for people using SQLite for prims which is given
as an example in OpenSim.ini.example
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ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
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* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
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database code, so this is a shared concept.
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