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* Adding Berkeley DB wrapper binary + libterrain-bsd binary to /binAdam Frisby2007-04-113-0/+0
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* Removing binaries from BasicTerrainAdam Frisby2007-04-115-7/+0
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* * extensions should be lower case part 1lbsa712007-04-111-0/+0
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* * One change in SQLiteLocalStorageAdam Frisby2007-04-117-1/+208
| | | | | * Committing half-started Berkeley BDB bindings, however not adding to solution or prebuild (will/should not compile yet)
* * built binaries, pdb's and user files should not be under version control.lbsa712007-04-1148-1237/+1399
| | | | | | | * updated vs2005 and nant targets * added some build files * ignored some binaries, pdb's and user files
* Well, it *appears* to compile. Initial SQLite Local Storage module (supports ↵Adam Frisby2007-04-1125-0/+315
| | | | saving, deletion and update of prims, but does not yet load them.)
* Major ass changes to terrain (now uses libTerrain-BSD!) and all-round ↵Adam Frisby2007-04-1119-310/+70
| | | | improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
* (no commit message)MW2007-04-101-0/+0
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* And ignore this one toogareth2007-04-101-0/+0
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* ignore this commitgareth2007-04-101-0/+0
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* (no commit message)MW2007-04-102-25/+30
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* And now clothes update and show for all usersgareth2007-04-101-0/+16
| | | | | | woohoo!
* Fixed avatar appearance not updating issue as per bug report #79gareth2007-04-101-1/+2
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* Avatar now stands still and does the normal animation stuffgareth2007-04-101-1/+10
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* Fixed "teh bug"gareth2007-04-1023-1606/+1635
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* Documentation!Adam Frisby2007-04-072-1/+31
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* ZOMG Comments!Adam Frisby2007-04-072-0/+39
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* Terrain can now import from a specially formatted file.Adam Frisby2007-04-071-0/+27
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* Added setHeights1D to allow importing from a 1D arrayAdam Frisby2007-04-071-0/+9
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* Port to a 2D Heightmap completeAdam Frisby2007-04-073-0/+85
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* I am a freaking idiot.Adam Frisby2007-04-071-1/+1
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* compiles and works just weird terrain problem (and terrain saving is ↵MW2007-04-062-1/+13
| | | | currently not functional)
* Now back to compiling, just no terrain generation at the momentMW2007-04-067-15/+16
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* Added getHeights1D() function to TerrainEngineAdam Frisby2007-04-061-0/+10
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* **BREAKING CHANGE** Changing the way terrain is stored and used internally.Adam Frisby2007-04-0623-76/+299
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* And now for some solution files...Adam Frisby2007-04-062-3/+9
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* Shelling out a basic terrain manager using the BSD parts of libTerrain, with ↵Adam Frisby2007-04-063-0/+93
| | | | the intention to make a more complex version communicating with the main libterrain later via socket.
* Began adding POST handler for /sims REST stuffgareth2007-04-061-3/+10
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* very very few changes, but just commiting so that svn it upto date with my ↵MW2007-04-063-2/+12
| | | | local version. And also to keep robl^ happy that a commit has been made.
* more work on Primitive2MW2007-04-043-43/+152
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* no SimUUID in OpenSimMaingareth2007-04-041-3/+1
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* Added SimUUIDgareth2007-04-043-16/+24
| | | | | | Added empty POST for /sims in REST on gridserver
* Deleted OpenSim.Config/SimConfigDb4o, as it hasn't been used for a while now.MW2007-04-0413-604/+237
| | | | | Split World class into two partial classes
* Split Avatar class into three partial classes (hopefully will make it easier ↵MW2007-04-049-404/+471
| | | | to work on)
* * Added Primitive2 to vs2005 solution (again)lbsa712007-04-042-0/+4
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* Seems that I didn't actually include the Primitive2.cs file in the earlier ↵MW2007-04-041-0/+254
| | | | commit.
* * Added Primitive2 to vs2005 solutionlbsa712007-04-0423-1245/+1272
| | | | | * Apparently, Prebuild thinks DEBUG should be in there.
* Started to clean up/ rewrite Primitive class , currently the new version is ↵MW2007-04-046-181/+160
| | | | called Primitive2 and not used, but once it is complete then it will replace the old version.
* Finished initial sim<>Grid login (kinda)gareth2007-04-0328-1145/+1165
| | | | | | | Can login but no config data sent/updated yet
* * lovely. svn doesn't delete the files from disk on svn delete, so they show ↵lbsa712007-04-034-85/+117
| | | | up in prebuilt projs and build files.
* * Fixad namespace clashlbsa712007-04-035-181/+149
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* * The world can not contain ScriptFactories that creates unique instances of ↵lbsa712007-04-036-60/+74
| | | | | | | | scripts for entities. * Created Scripts folder to house trusted Scripts * The test script now lives in Scripts/FollowRandomAvatar.cs
* * Extended Script API with GetRandomAvatarlbsa712007-04-0312-155/+276
| | | | | | | * The script will now get a IScriptEntity to it's host object with get/sets * The script gets a IScriptReadnlyEntity interface to entities other than the host object. * the test script now follows a random avatar.
* Another temporary bug fix attempt, this time for the packet overflow ↵MW2007-04-031-7/+11
| | | | problem, changed it so for now, packets are ACKed straight away in one PacketAck Packet for each ACK.
* attempt at a temporary fix to the shirt creation bug. (Its only temporary as ↵MW2007-04-031-1/+1
| | | | I think the real problem is a deeper one)
* Added easier way to add "scripts" to prims: to add Libsa71's test script, ↵MW2007-04-032-1/+88
| | | | create a new note and delete the contents of the created note and then add "<Script>Test</Script>" (without the quotes) , then save that and then drag it from your inventory to the prim you want to add the script to.
* * added script prototype intructionslbsa712007-04-031-0/+12
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* * Script prototypelbsa712007-04-0312-47/+219
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* Limited (hacked) object linking. Note: once you have linked a set of prims ↵MW2007-04-032-3/+33
| | | | together (in one go), then don't try to link anymore prims to those objects.
* Temporary fix for the object taking bugMW2007-04-038-69/+33
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