| Commit message (Collapse) | Author | Age | Files | Lines |
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be fetched from the user's inventory server and rezzed in the region. Added all code necessary to fetch the item and the asset, and rez it inworld. The access to the item is uncap-ed and unverified -- I may place it later either under a cap or with auth verification. But in this model regions don't have the user's inventory, so they would have to guess the item IDs.
Added safemode config to Standalone Hypergrid, similar effect to AllowRegionAccessToInventory in Inventory Server. Everyone should have these vars set to their default values except me!
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OpenSim, license text is unchanged)
* Added Bitmap[,] to IParcel for MRM
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* Adds basic IParcel interface. Soon to live on World.Parcels{[id],[x,y]}
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* OpenSim is now over 9000.
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objects such as Users, Groups, etc. Destined to be used as the return value of any "Owner" properties.
* Implements basic "SEUser" class which implements Avatar/Agent SE functions (primitive).
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in IObject.Physics.Enabled / IObject.Physics.Phantom instead.
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* SetMomentum
* AddAngularForce
* AddForce
* FloatOnWater
* Force
* Acceleration
* Torque
* Velocity
* RotationalVelocity
* CenterOfMass
* GeometricCenter
* Buoyancy
* Mass (Partial)
* Density (Partial)
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* Eg, IObject.Physics.* is now valid syntax and compiles (but will throw NotSupported at runtime)
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interface, will be referenced on IObject as IObject.Physics.*
* Eg; IObject.Physics.Torque = new Vector3(30.0,0.4,0.5);
* Maps loosely to internal PhysicsActor class.
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Fixes Mantis #3348
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Fixes Mantis #964. Please remember to clear the viewer cache.
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First part of Mantis #964, the necessary clouds image will follow separately.
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SHIFT / MOUSE DRAG on a physical object
Addresses Mantis #3381
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* Added XMLDOC to MRM API code, this means we have usable programming docs being produced here: http://docs.opensimulator.org/namespaceOpenSim_1_1Region_1_1OptionalModules_1_1Scripting_1_1Minimodule.html (eg IObject, IHeightmap, etc)
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* Adds IObject.WorldPosition and IObject.OffsetPosition - this is equivilent to AbsolutePosition and OffsetPosition in SOP respectively.
* Adds IObject.WorldRotation and IObject.OffsetRotation - as above.
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* Adds Heightmap[x,y] to interface.
* MRM Scripts should utilize World.Heightmap[x,y] = 0.0; to replace set, and Val = World.Heightmap[x,y] to get.
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property was differently referred to between RegionApplicationBase and all other grid services.
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gets stuck and NonFinite Avatar messages floods console
Addresses Mantis #3380
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(as WebStatsModule was doing)
* Assume that StatsReporter is always present (possibly as a no-op impl) rather than doing null checks
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be used from more than just Scenes. Added the NewFileAgentInvengory cap to HGInventoryService.
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log4net config file other then bin/OpenSim.exe.config
- moving ArgvConfigSource initialization up to allow for configuration
of XmlConfigurator.Configure()
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Example:
public override void Start()
{
Host.Object.Say("Hello World!");
}
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probably mark byte[] as obsolete.
* Implements SOPObject.Say for MRM. (Note, not IObject yet)
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in compilation or script initialisation.
* Clarified some debug text for MRM Enabling
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ID' for MRMs.
* Implements IPersistence interface, allows simple KeyValue access for MRM scripts to a more permanent datastore.
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setting the sculpt map.
This Fixes Mantis #3331
Also corrected the capping calculation in llApplyImpulse and several integer "boolean" comparisons from "== 1" to "!= 0" for true
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RESTInterregionComms into a RegionClient class.
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structures from OpenSim.Region.Framework.Scenes back to OpenSim.Framework, so they can be referenced more broadly. This involved having to move the small Animation data structure to OpenSim.Framework too.
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glitch in ScenePresence
* ..
* ..
* err, okay, this was a stick-buggery April 1st joke by me. This removes it. Happy April 1st!
* fixes mantis 3376
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prevent a mono 2.4 failure. Thanks to cmickeyb for pointing out the failure.
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config options, this has NO default, if you use the IRC module, you MUST
add this setting to your ini file.
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* Renamed 'Material' to PhysicsMaterial (Wood, Glass, Metal, etc.). May want to place in subclass with other physics specific properties. (We however need to support these features in ODE/etc first.)
* Renamed Faces to Materials. IObjectFace to IObjectMaterial - this is for clarity for those coming from a 3D Programming background (it also makes more sense if/when we support Meshes in core). Properties and members remain identical.
* Added XMLDoc comments to IObject to assist people writing MRMs in XMLDoc aware editors.
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* Changes World.Objects from Array IObject[] to IObjectAccessor.
* Syntactically identical in most behaviour, however the indexer is now ranges not from 0..Count, but any valid internal LocalID. Additional indexers have been added for UUID.
* Example: for(int i=0;i<World.Objects.Count;i++) will not work any more, however foreach(World.Objects) will remain functional.
* This prevents us needing to create a list for each access to World.Objects which should [in theory] present a dramatic speed improvement to MRM scripts frequently accessing World.Objects.
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containing IAvatar instances for each avatar in the region.
* Adds Test/TestModule.cs which demonstrates a very quick and simple MRM Test.
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* Did some aligning refactoring of the MD5 and SHA-1 functions.
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Constants.RegionSize as expected. (Working towards enlarged or smaller regionsizes that arent multiples of 256m)
* Adds minor functionality to MRM Scripting.
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Permissions now use proper events and not delegate lists, which makes
for much easier reading and much less work adding new methods.
I finally found a way to raise events with return values without it becoming
late bound.
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