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* SceneObjects should now (hopefully) call datastore.StoreObject().MW2007-08-092-2/+12
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* remove invalid indexSean Dague2007-08-091-1/+0
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* pull out some uneeded attributes, and setup keys on primshapes datasetSean Dague2007-08-091-3/+3
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* Forgot to remove reference to .dll that was mergedTedd Hansen2007-08-091-3/+0
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* prim.Shape -> primshapes tableSean Dague2007-08-091-3/+35
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* * Now "OpenSim.DataStore.MonoSqlite" is not referenced from solution either.lbsa712007-08-092-0/+5
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* ScriptEngine just needs 2 events hooked up and llSay() implemented to work. ↵Tedd Hansen2007-08-096-19/+26
| | | | See TODO.txt for details.
* Deleted old LSLEngine files (those under Scene.Scripting)MW2007-08-0914-2911/+2
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* prim object -> prims table codeSean Dague2007-08-091-7/+52
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* Removed spaces from directory namesTedd Hansen2007-08-092-0/+0
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* make MonoSqliteDataStore compile with new objectsSean Dague2007-08-091-23/+23
| | | | | | now the fun begins of connecting all the dots
* Merged OpenSim.ScriptEngine.DotNetEngine.Compiler.LSL into ↵Tedd Hansen2007-08-0919-282/+0
| | | | OpenSim.ScriptEngine.DotNetEngine to avoid the compile error
* Start of replacing the old SceneObject/Primitive classes with the new versions.MW2007-08-0919-233/+301
| | | | | | PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.) Also this revision may not work on mono, but that will be fixed soon.
* New linux libopenjpeg compiled for i386 instead of i686. Hopefully this one ↵Brian McBee2007-08-091-0/+0
| | | | will work on older processors
* Getting rid of 'EncodeFromImage' debug statement that I accidentally slipped ↵Brian McBee2007-08-091-0/+0
| | | | into our libsecondlife.dll
* updated db definition to use UUID as linkingSean Dague2007-08-091-2/+2
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* Making sure my local working copy is in sync with svn before I start the job ↵MW2007-08-099-27/+31
| | | | of enabling the new SceneObject classes.
* Transition between not flying / flying should be smootherBrian McBee2007-08-091-1/+6
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* Start defining prim shape definition. Officially bed time nowSean Dague2007-08-091-7/+45
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* decrease insanity level significantly by factoring all the columns intoSean Dague2007-08-091-102/+46
| | | | | | | a Dictionary, and programatically building up sql commands for our dataset. Prims done, prim shapes next
* intermediate checkin of code that compiles before I do somethingSean Dague2007-08-091-4/+87
| | | | | | stupid and nuke all this work.
* Commit in the changes for all the parameter bindings for primsSean Dague2007-08-091-2/+38
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* * Checked in new tweaked Prebuild.exelbsa712007-08-083-40/+5
| | | | | * Ignored binaries
* worldmap now gets correctly updated when terrain changesBrian McBee2007-08-081-0/+2
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* add MonoSqlite storage module, this might break windows folks, needSean Dague2007-08-081-0/+25
| | | | | | to test lbsa's patch on that one
* sigh, Data ... not Date. I'm dumbSean Dague2007-08-081-0/+0
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* name changes in MonoSqliteData storeSean Dague2007-08-081-2/+2
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* rename to MonoSqliteDataStoreSean Dague2007-08-081-0/+0
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* screwed up the move, removing this file to give us proper history trackingSean Dague2007-08-081-213/+0
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* missed this fileMW2007-08-081-1/+2
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* Fixed the asset download problem I think, solution might not be ideal but ↵MW2007-08-081-12/+9
| | | | works for now.
* moving to new namespace as this is mono onlySean Dague2007-08-082-0/+213
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* This chunk of code actually properly saves out some parameters ofSean Dague2007-08-081-6/+9
| | | | | | | | current objects to disk, and does updates on those objects usefully. It is now functional enough to mean that moving to new objects is just lots of plug and chug.
* Hopefully improved texture downloading (including the speed at which they ↵MW2007-08-081-35/+83
| | | | download), but still a few problems, it seems that the client has a quite short timeout for receiving a texture and if the whole texture isn't sent within this time, the client will request the texture again, With quite small textures this is fine, but it seems that with larger textures we can't send them fast enough and a infinite loop develops where the client keeps requesting a texture and we keep trying to send it, but are never fast enough. So I've for now put code in that so that the server will try to send a texture only once and then after that will ignore future requests from that client for that texture.
* when teleporting to a non-adjacent region, client was not getting new neighboursBrian McBee2007-08-081-1/+1
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* databits are actually flowing to diskSean Dague2007-08-081-34/+50
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* Added checks to the last commit to make sure the xml files exist before it ↵MW2007-08-082-2/+8
| | | | tries to load them.
* The startup set of assets in the local asset server can now be set from a ↵MW2007-08-086-6/+99
| | | | | | | xml file (OpenSimAssetSet.xml). (remember to make changes to the set, you will also need to delete the old asset .yap file, so that it is recreated). Also the set of items in the OpenSim inventory Library can also now be set from a xml file (OpenSimLibrary.xml).
* * upgraded Tedd to 'developer'lbsa712007-08-081-1/+1
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* updated to latest versionSean Dague2007-08-081-3/+2
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* Commit works?Tedd Hansen2007-08-081-0/+1
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* update prebuild to work with new script stuffSean Dague2007-08-081-7/+10
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* * Prebuild vs2005 target will now skip project with name ↵lbsa712007-08-082-0/+6
| | | | "OpenSim.DataStore.MonoSqlite"
* Removed System.Windows.Form reference from DotNetEngine.Compiler.LSL , it ↵MW2007-08-082-2/+1
| | | | didn't seem to be needed anyway.
* Rotated the terrain textures that are created for world map by 90 degree as ↵MW2007-08-081-1/+1
| | | | somehow they had got out of sync with the terrain.
* Added ScriptEngine to solution (prebuild.xml)Tedd Hansen2007-08-084-3352/+65
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* Added ScriptEngine.DotNetEngineTedd Hansen2007-08-0829-0/+8188
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* * Got SimpleApp working againlbsa712007-08-082-42/+53
| | | | | * Minor shape koncept experiments
* CAPS should now be working in standalone mode. Texture uploads will work ↵Brian McBee2007-08-082-10/+26
| | | | even after you cross a region boundary.
* Whoops! left this out. second part of r1541Brian McBee2007-08-081-3/+4
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