| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
* Add zero length blocks to the new packet blocks to remain compatible with older viewers and avoid a NullRef when _packets_.cs calls the Length parameter.. which adds up the Length property all of the blocks.
|
| |
|
|
|
|
| |
OpenSimDefaults.ini
|
|
|
|
|
|
|
| |
in OpenSim.ini from [Startup]
This change also corrects the setting names - they were actually wrong (though the text in {} was correct).
If there are settings in [Startup] they will continue to be used and anything there will override settings in [AccessControl]
|
|
|
|
|
|
| |
elsewhere, because I can't find any reference to them in the code."
This reverts commit efa722786509bd8e02e23f11da974b4282dbd185.
|
|
|
|
| |
compatible ([Startup] still being looked up), but please update your configs sometime soon.
|
|
|
|
| |
elsewhere, because I can't find any reference to them in the code.
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
This is not widely used (may even be currently broken), only allows very poor quality voice (not the fault of FreeSwitch)
and requires a complicated Freeswitch setup.
Having it on but not configured results in spurious warnings in the logs
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
OpenSim.ini.example.
As before, default is MapImageModule.
Thanks to Ai Austin for pointing out this omission.
|
|/
|
|
| |
[Hypergrid] in *Common.ini.example. Backwards compatible for now.
|
|
|
|
|
|
|
| |
Existing map settings in [Startup] will continue to work, and if present will override anything in [Map]
However, the proper place for such settings would now be [Map]
This is to reduce the use of [Startup] as a bag for non-generic settings which should really go in sections, in common with other settings.
This commit also extends Diva's previous work to allow a default setting to be given when looking at multiple sections for settings.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
default under [Startup]. They can then be overwritten in the other sections (but probably shouldn't). I kept the existing code for backwards compatibility, so this should not cause any breaks from people's current configurations. But people should move to have these 2 vars under [Startup] -- see OpenSim.ini.example and Robust.HG.ini.example. And yes, both names now end with "URI" for consistency.
|
| |
|
| |
|
|
|
|
| |
rest to Addons.Groups.dll.
|
|
|
|
| |
core, so that it will be easier to plugin a SQLite backend, if anyone is interested in doing that.
|
| |
|
|
|
|
|
| |
Updated the DLLs and SOs and code for BulletXNA to create the types.
All the detailed control calls are not all in place yet.
|
|
|
|
|
|
|
|
|
|
|
| |
funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
|
|
|
|
| |
(from which Ionic.Zip.dll is derived) is now a fork in opensim-libs, forked from 1.9.1.8 and added that simple bug fix.
|
|
|
|
| |
DLLs and SOs for setting same.
|
|
|
|
| |
variable to enable binding to dynamic attributes.
|
|\
| |
| |
| | |
allows modules to set up a websocket server that websocket clients can connect to. An example module is in OptionalModules/Example/WebSocketEchoTest/WebSocketEchoModule.cs
|
| | |
|
| |
| |
| |
| | |
and, for the moment, default to 'off'.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
|
| |
| |
| |
| | |
that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
|
| |
| |
| |
| | |
OpenSimDefaults.ini in previous commit 95883282
|
| | |
|
|/
|
|
| |
working.. Still have to do Header.ToBytes and compose a websocket frame with a payload.
|
|
|
|
| |
tile has been set. Do more informative warn instead.
|
| |
|
|
|
|
|
|
|
| |
on a moving object.
Rearrange pre/post action subscription code to put more in locks.
Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings).
Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
|
|
|
|
| |
memory leak problem.
|
|
|
|
|
|
| |
to the fetch URL to return the data in JSON format. Also adds a simple
'sim.html' that uses JavaScript to display the JSON data. Not pretty
but an example.
|
|
|
|
|
|
| |
making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
|
|\ |
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
and OpenSim.ini.example. Default remains abort.
This setting controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
co-op should be more stable but this option is experimental.
If moving from co-op to abort, existing script DLLs will need to be recompiled.
This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
|
| |/
|/| |
|
| |
| |
| |
| | |
BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
|