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* added the folder mappingsSean Dague2008-04-081-0/+14
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* further refactor and rename of InventoryFolderBase propertiesSean Dague2008-04-0812-45/+45
| | | | | | to reflect what they really are.
* added migration script for SqliteAssetsSean Dague2008-04-081-0/+5
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* added Readme for migrationsSean Dague2008-04-081-0/+3
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* * Minor: Show summary count of connected agents in 'show users' region ↵Justin Clarke Casey2008-04-081-1/+7
| | | | console output
* * Adjust some inventory lookup failure messages to reduce confusion as to ↵Justin Clarke Casey2008-04-081-5/+7
| | | | what just went wrong
* * Following A_Biondi's suggestion, going to try returning a version number ↵Justin Clarke Casey2008-04-082-1/+2
| | | | | | | | of 1 instead of 0 for the folder requested in a InventoryDescendentsPacket * Can't hurt - it doesn't appear to cause any problems in a quick test.
* added NHibernate stanza to the config which reduces our verbosenessSean Dague2008-04-081-0/+7
| | | | | | to reasonable levels
* Update value in OpenSim.ini.example to new DLL name.Jeff Ames2008-04-081-2/+2
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* * Update code to use patched libsecondlife.dll which removes the problem ↵Justin Clarke Casey2008-04-085-12/+3
| | | | | | | | | where the AssetType enum was 'Primitive' rather than 'Object' * The libsecondlife patch was also applied to libsecondlife itself in r1714 * Many, many thanks to Dr Schofield (IBM) for his help on this :)
* new compile of libsecondlife (libsecondlife2.dll in root folder) for justincc.MW2008-04-081-0/+0
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* LLUUID mapper actually appears to work now withSean Dague2008-04-084-13/+13
| | | | | | NHibernate for Assets.
* * Removing lulurun's perl UGAI from core svn, pending a link to an external ↵Justin Clarke Casey2008-04-0835-7246/+0
| | | | repository, as per mailing list discussion.
* * Added stretchable ellipsoid support with configurable LOD. It's actually ↵Teravus Ovares2008-04-082-60/+168
| | | | | | | | a split facet icosahedral geodesic sphere that's scaled. * In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would. * Still can't cut, twist or profile cut spheres yet.
* set properties before chi11ken has to :)Sean Dague2008-04-080-0/+0
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* added mapping for InventoryItemBaseSean Dague2008-04-081-0/+20
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* attempt to introduce custom LLUUIDString type forSean Dague2008-04-082-1/+79
| | | | | | NHibernate
* * Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2008-04-082-2/+113
| | | | notice the huge nasty facets! Regular spheres still work as they did.
* Update svn properties.Jeff Ames2008-04-070-0/+0
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* refactor of InventoryCollection for good measureSean Dague2008-04-071-7/+34
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* more refactoring, this time on InventoryFolderBaseSean Dague2008-04-0720-294/+348
| | | | | | | | * wrap attributes in properties * clean up names a little bit * clean up name styles
* Refactor InventoryItemBase to do the following:Sean Dague2008-04-0716-324/+443
| | | | | | | | * wrap fields as Properties * rename some fields/properties to more sensible names * set style to PropName to match more standard C# approach
* needed to add 4 characters to support the dashesSean Dague2008-04-071-1/+1
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* * Updated ODE.NET bindings to the ODE library.Teravus Ovares2008-04-072-11/+15
| | | | | * Fixed some Tapers with Cylinders in the Meshmerizer
* * Objects which have their name or description changed while within ↵Justin Clarke Casey2008-04-071-40/+59
| | | | inventory will now retain those details when rezzed to a scene
* remove the debug files, these must have been added by accidentSean Dague2008-04-072-43/+0
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* * Preserve original creator's name when an object is givenJustin Clarke Casey2008-04-071-2/+2
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* break out the 5 classes that were Sean Dague2008-04-075-197/+333
| | | | | | InventoryItemBase into seperate .cs files 1 per class
* added swag #1 on Inventory NHibernate implementation. ThereSean Dague2008-04-071-0/+383
| | | | | | | | is no hbm.xml mapping yet, so this isn't going to do anything, plus I'm sure I didn't get the list interfaces right. However it now compiles, so worth getting into the tree.
* fix bad indentationSean Dague2008-04-071-1/+1
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* * Nasty hack to reduce the incidence of spurious exceptions where a user ↵Justin Clarke Casey2008-04-073-5/+22
| | | | | | | | deletes a newly rezzed object before the persistence thread gets to it from its queue. * This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
* * Minor: log message correctionJustin Clarke Casey2008-04-071-1/+1
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* * Okay you can put down your pitchforks - this patch should fix rezzing of ↵Justin Clarke Casey2008-04-073-54/+53
| | | | | | | | | | | items (with inventory) on Windows * Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation * Also, an xml exception no longer crahes the client session * Leaving in debugging lines in case there are further problems * Not yet tested on Linux, though I'm just about to.
* add some error messages for abuse of our IInventoryData interfaceSean Dague2008-04-071-6/+18
| | | | | | (i.e. using add to update, or update to add).
* Update svn properties.Jeff Ames2008-04-078-1235/+1235
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* Thank you kindly Diva & KMeisthax for adding the beginningsCharles Krinke2008-04-078-1/+1111
| | | | | | of search capability to OpenSim in the form of a configurable module.
* * I XmlIgnored the TaskInventory Property as a temporary measure. Taking ↵Teravus Ovares2008-04-072-1/+2
| | | | things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
* * Committing SceneObjectPart XML Schemas in the share/Schemas folder (this ↵Teravus Ovares2008-04-072-0/+172
| | | | is a non final schema)
* Remove some dead code.Jeff Ames2008-04-071-13/+0
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* * EXPERIMENTAL ROUGH DRAFT: First rough implementation of avatar to avatar ↵Justin Clarke Casey2008-04-076-12/+349
| | | | | | | | | | | item giving * Now you can drag an object from your inventory and give it to another avatar * !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it) * Also, items for the receiving end up in their root folder rather than the objects folder
* Update svn properties.Jeff Ames2008-04-068-593/+593
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* * Whoops, forgot to include all the new terrain file loaders and things.Adam Frisby2008-04-068-0/+593
| | | | | | | | | | * Added MapImageModule for handling world-map * Added new DefaultTerrainGenerator.cs * Added BMP loader * Added GIF loader * Added PNG loader * Added TIFF loader
* * Various terrain engine fixesAdam Frisby2008-04-069-89/+231
| | | | | | * Includes patch #894 fixes for terrain load-tile * Large number of other terrain fixes and new commands included.
* * Fixed up some documentationTeravus Ovares2008-04-062-13/+13
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* Set svn:ignoreJeff Ames2008-04-060-0/+0
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* * Implemented AgentPause and AgentResume. AgentPause extends the timeout ↵Teravus Ovares2008-04-061-7/+22
| | | | | | | for a client at the server by 3x. AgentResume restores the timeout to the normal amount. * The linden client still doesn't like it when you have an image select box open for more then 100 or so seconds.
* Update Mac OS X ODE binary to opensim-libs r41.Jeff Ames2008-04-061-0/+0
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* * ODE Library hackery.Teravus Ovares2008-04-052-0/+0
| | | | | * You know the drill if you roll your own ODE. (h ttp://opensimulator.org/wiki/PhysicsEngines )
* * Lowered the default throttle settings. They were way too high at 1.5MB/s! Teravus Ovares2008-04-051-8/+8
| | | | | | | * This will definitely help the missing prim problem (probably eliminate it entirely)! * This will help the broken up land block problem (probably eliminate it entirely)! * Warning, change the default throttle settings at your own risk ( and don't commit the throttle settings! )
* * The simulator now checks the parcel at the position that you get put by ↵Teravus Ovares2008-04-051-0/+10
| | | | | | | the grid server to see if you set it's landing point to a specified landing point. If you did, and the landing point isn't LLVector3.Zero, it puts you at the configured landing point. * Currently the grid server sticks you at 128x128x128.. so that means it'll use whatever parcel is at that location to get this information. This allows greater customization of where people log-into and teleport-to if done right.