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* another attempt to fix problemMW2007-11-041-0/+0
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* trying to fix the problem of Mono not liking to work with Mono.Addins, but ↵MW2007-11-042-2/+2
| | | | MS .net is fine with it.
* normalized line endingsJeff Ames2007-11-041-17/+17
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* Deleted Regionloader .csproj files. MW2007-11-042-224/+0
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* Added forgotten IApplicationPlugin fileMW2007-11-041-0/+17
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* normalized line endingsJeff Ames2007-11-048-1197/+1197
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* Applying Teravus patch # 557. Some glue code for the updating of prim's ↵MW2007-11-044-15/+76
| | | | velocity.
* Added support for OpenSim application plugins (as requested by Adam), which ↵MW2007-11-0410-57/+102
| | | | | | | use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management. A little bit more refactoring of Scene.
* add a IAssetProvider.CommitAssets() call to the grid asset server, when a ↵MW2007-11-041-0/+1
| | | | asset is uploaded to it. Don't think the MySql provider needs this call but the Sql provider does else the assets don't get written out to the database file.
* Do I really have to write a log entry, can't I just hide this commit ↵MW2007-11-041-1/+2
| | | | somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice.
* removed our own inplementation of UUID's, it wasn't used anywhere.Tleiades Hax2007-11-041-155/+0
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* Fixes a bug with a ZERO Quaternion when creating a prim.darok2007-11-031-4/+8
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* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-033-56/+114
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* First part of Scene refactoring:MW2007-11-039-760/+1075
| | | | | | Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
* tiny commit to prepare for the first proper part of Scene.cs refactoring. MW2007-11-031-17/+13
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* *Master Avatar can be specified by a previous UUID in either grid mode or ↵mingchen2007-11-039-20/+98
| | | | standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified.
* * Removed unused UDPServerBaselbsa712007-11-031-84/+0
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* *Fixed prebuild.xml...againmingchen2007-11-031-1/+1
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* *Fixing the prebuild.xmlmingchen2007-11-031-0/+2
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* *Moved region loading into its own interface IRegionLoadermingchen2007-11-0311-171/+688
| | | | | *Added ability to load regioninfo remotely from a webserver from a single file. See share/RegionLoading/HOWTO_REMOTE_REGION_LOADING.txt for more info and an example file.
* testing different rest post method/class for Grid asset client. (possible ↵MW2007-11-032-10/+61
| | | | that I haven't set the post url correctly)
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-0310-63/+114
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* Added temporary try catch to udpserver while testing something out (will ↵MW2007-11-021-1/+7
| | | | remove later)
* debug tracing for asset server hangsSean Dague2007-11-014-5/+20
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* Need to clean up resources when creating/updating assetsTleiades Hax2007-11-011-0/+1
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* (no commit message)Tleiades Hax2007-11-011-10/+14
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* ScriptServer fixes: Added more debug logging, mutex lock (to be ↵Tedd Hansen2007-11-016-107/+87
| | | | | | | extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock. Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
* * Diuerse beavtificatemslbsa712007-11-0130-150/+150
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* Partialy fixed a bug with collisions in BulletXPlugin.darok2007-11-011-37/+19
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* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-011-289/+312
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
* renamed FetchAsset to RequestAsset on IAssetServer, as think its a more ↵MW2007-11-013-6/+6
| | | | fitting name. As the call shouldn't actually return the data, but just add a request for the data to be sent back via the callback.
* Test on the grid asset problem, don't update to this version unless you just ↵MW2007-11-012-62/+43
| | | | want to test to see if this fixes anything (but it could just as well break grid assets even more).
* Goodbye LSO to .Net translator. May your bits live on in our memories.Tedd Hansen2007-11-0111-3251/+0
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* Thank you, Melanie for solving: When receiving an ObjectAdd packet, the ↵Charles Krinke2007-11-015-11/+24
| | | | Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
* Thank you Melanie for a patch to SceneObjectPart.cs so that on first ↵Charles Krinke2007-11-011-2/+19
| | | | transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set.
* * Took a stab at #500 by making sure there is only one place stuff gets ↵lbsa712007-10-311-77/+37
| | | | | | | | added, and that that place is thread-aware. * Refactored it to TryGetValue instead of Contains
* Improved logging, to identify which asset fetch caused an execption during ↵Tleiades Hax2007-10-311-0/+1
| | | | retrieval of assets from the asset server
* redefault to sqlite for all services, especially now thatSean Dague2007-10-311-4/+4
| | | | | | we can run without a config file
* fix typo in filenameSean Dague2007-10-311-0/+0
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* * Added a streamhandler that does streams both in and outlbsa712007-10-316-56/+93
| | | | | | | * The RestDeserialisehandler now does streams and returns an object instead of string
* fixed bug with user not getting land properties on loginJeff Ames2007-10-313-6/+20
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* forgotten fileMW2007-10-311-0/+41
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* some small changesMW2007-10-315-11/+13
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* added .dat extension to dumped asset filesJeff Ames2007-10-311-1/+1
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* fixed filenames in log messagesJeff Ames2007-10-319-17/+17
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* * Moved OpenSim/Framework/General to OpenSim/Framework for great justice.lbsa712007-10-3144-5/+5
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* made illogical bitwise operations logicalJeff Ames2007-10-315-8/+8
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* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-317-43/+180
| | | | all three physics plugins.
* set svn:eol-styleJeff Ames2007-10-3133-4727/+4727
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* Tevarus' patch for object flags & implemented Phantom editsdan miller2007-10-305-5/+129
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