| Commit message (Collapse) | Author | Age | Files | Lines |
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about land box)
*Added the rest of the member variables relating to parcels in the ParcelData class
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*Adding every .build and .csproj to get ccnet working (hopefully)
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*Added parcel join support
*Made parcel saving and loading much more efficient
*Fixed bug that would not allow joining of parcel locally in the viewer (gives an error before sending to server)
*Known Issue: Restoring parcels from storage is not working correctly. For now, do a 'reset parcels' to regenerate a standard parcel
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*Added support for Subdivision (use master avatar to login to try out)
*Added Parcel Border support
*Enabled user account storage, but only when a new account is created
Bug Fixes:
*Fixed crash on startup while in sandbox when "Setting up master avatar"
*Fixed most core functions in ParcelManager and Parcel that where broken
*Fixed Parcel saving to database
Known Issues:
*Dividing parcel fails in viewer (gives an error about needing 2 parcels)
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* Now exists MainConsole.Instance.Error/Warn/Notice/Verbose -- use those instead
* Removed some instances of System.Console use - aiming to depreciate this in favour of MainConsole completely.
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underground if you have terrain of reasonable height.
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*Added Configuration option for Master User Avatar name and (in sandbox mode) password
*Added support for Master User in sandbox mode. Support lacks for grid mode still.
**Grid support is possible when remotely fetching avatar data by name and UUID is available
*Currently lacks parcel buying support. For now, in sandbox mode, log into master user information to own the parcel
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*Still crashes the client. HelP!
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*Added Parcel Backup Support for DB4. Other storages currently do not save
*Added parcelIDList in ParcelManager to speed up parcel fetching at position
*Added ParcelData.cs and ParcelData class for better storage support
*Documentation for parcel added
*2 Parcel Related bug fixes
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img filename.ext", the following formats are supported under .NET (unknown under Mono): BMP, GIF, PNG, JPEG, WMF, TGA, TIFF.
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to fully remove.
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needed
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*Created Parcel class to handle each parcel
*Created ParcelManager class to handle the Parcel Object
*For now, by default it is assigned to a fake avatar key and set for sale to L$0
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coordinates than the rest of the graphics community! =p)
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* Removed strip2.png - added defaultstripe.png
* World map images are now generated when the terrain is tainted, not yet sent to the grid/asset server.
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* Lowered instant-send regions, regions are now only automatically sent within a 10x10 area (was 100x100), this limits the maximum number of regions sent when opening the map from 10,000 to 100.
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* Using ASCII encoding for text not UTF8 encoding (causes the client to burp)
* Cannot send uints via Nwc.XmlRpc - it asplodes and returns zero.
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Added some more prompts and stuff to ServiceManager
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* Enabled fastmode by default on world map requests (ordinary mode is just too slow)
* Reset some params involving agent appearance
* Tweaked simProfileBlock requests to return values which have been sighted on the wire before.
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the first resolved IP of the system. This is to assist with Adam's lazy-deploy system but may be useful to others.
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than being hard coded in the handshake packets.
* Supports: Base0-3 textures, Detail0-3 textures, Start00-11 values, Range00-11 values.
* Added notes on how terrain texturing works to their definition in regionInfoBase.
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to open, terrain will be procedurally generated instead. (also needs testing.). Default file must be in R32 format. Use "terrain save f32 default.r32" on the region console to make a default file you can use.
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to load terrains and see the results without relogging. (Just wait for the next Backup call -- once every two minutes). Needs testing.
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(fairly simple).
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recieved. Terrain is always updated every Backup() call anyway.
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automatic generation is on the cards.
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* deleted all those *.user - ignore them next time!
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notices they got lost in the restructuring.
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test it under nant, and the releng scripts might need updating as we now have two solutions.
Also the build order for the two solutions should be to compile the OpenSim Solution first and then the GridServices one, as the common projects are referenced by DLL in the Gridservices.
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