| Commit message (Collapse) | Author | Age | Files | Lines |
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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data sources besides the grid store. It is only lightly tested
so the less adventurous should wait a couple of checkins before
upgrading.
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now on to integrating this approach into the mysql
driver. Beware the next couple of checkins.
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representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
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is now using migrations instead of the old model to
create tables. Tested for existing old tables,
and for creating new ones.
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-2147483648 is not valid for red, I've added the following message;
[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level
And, I've also kept it from crashing...
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override the default method of calculating how many prims a parcel can have.
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to allow the InventoryServer to work with MSSQL..
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MSSQL Avatar appearance solved.
Appearance functions and modified table.
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* Please feel free to comment if the periodic logging is causing you problems in some way - I'm loathe to add yet another switch to OpenSim.ini but will if it proves necessary
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failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
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which the server was started
* This is potentially useful if you're using screen on a region console without knowing where it was originally started from
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information
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places in show stats
* trade easier readability for pointless accuracy
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clear-assets command is used on the region console
* stop waiting for garbage collection when GC total memory used is requested, in case the periodic request of this lags the sim
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some idea of how these evolve
* When returning GC.GetTotalMemory(), force collection first in order to get more accurate figures
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migrating from the old to the new system. Silly legacy
code.
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tracking, and support sub types that we'll need for
nhibernate.
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xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
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* This is the GC.GetTotalMemory() method, which I'm guessing does not include memory used by the VM (hence the memory usage reported in top on linux would be much higher)
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addresses the 'terrain fill 0' error.
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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Tomorrow I'll start trying to integrate them into sqlite
to see if this works right for table migration.
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really turned out to be small enough to not need it's own
assembly
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this becomes useful
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intent is to create an easier way to manage database table versions
like the model used for ruby on rails migrations.
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stdin)
*Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
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Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
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UpdateEntityMovement() to try to preclude the
occaisional System.NullReferenceException in scene.
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The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
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was incorrectly sending the command along with the args to the CommandDelegate
help was getting lost on top of normal help & help was getting missed except
in an exact match (and only returning the first)
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Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
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0001495: [PATCH] Adds an API for for plugins to create
new Console commands and Help
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