| Commit message (Collapse) | Author | Age | Files | Lines |
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the Grid servers can be a separate solution to the region server.
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okay but needs a lot more testing.
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* cleared up verbose/noverbose/disableOutput douple negation confusion in ConsoleBase
* 2d chat radius is now 3d chat sphere
* removed unused fast 2d radius calc
* added chat type 0xFF : broadcast (no sphere checking)
* OpenSimMain now exposes its LocalWorld
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Changed AuthenticateSession handling, now calls a method in UDPServer. (but is likely to change again soon)
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class (currently not being used though) so that a single instance can handle multiple regions (each will need to be listening on a separate udp port)
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Asset uploads (from sim to server) may or may not work, needs more testing, if they don't work then it should be just a encoding problem and not hard to fix.
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to the region
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to the non functioning remote asset server), also currently just uses textures that we already had added to the asset server (this is the first thing that needs fixing)
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more, 94 warnings in the compiler...
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to anything other than 997,996
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* ignored some files
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* Changed OGSServer on RegionServer to bind to <port> - 500 rather than a single fixed port
* Added support for the grid server to tell us who we are (optional)
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prims/terrain/etc) from a file indicated by the grid server. This allows you to have a floating pool of regions tasked to whichever region they need to be at any time.
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Note: This is untested but is a very simple change and should 'just work'. If someone can test, appreciated.
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. cut down on the system console output (should really be stopping it all but not all output is going through OpenSim.Framework.Console)
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viewer 1.15.02, due to big changes in the message templates.
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login server, physics engine etc. To use this mode add just -configfile to the startup line (instead of the -sandbox etc)
A example of what to add to the xml is: SandBox="true" LoginServer="true" UserAccounts="false" LocalAssets="false" PhysicsEngine="basicphysics" (add those to config node in simconfig.xml).
The current options for PhysicsEngine are : basicphysics, RealPhysX, OpenDynamicsEngine.
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itself, this allows independent versions of BasicTerrain to have different functionality exposed directly.
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NEED THREAD POOLS!!! DO NOT LET ME GET AWAY WITH BEING LAZY PEOPLE!
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* Added 'multiply' command since rescale doesnt exactly do what Adam wants.
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* Added 'rescale' command for normalising a terrain between two values
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* Reorganised and added default handlers to main functions
* Removed "regenerate" command, use "terrain regenerate" instead.
* Added new "terrain seed" command to set the random seed
* Added new "terrain load" command to load a terrain from disk
* Added new "terrain save" command to save a terrain to disk
Terrain:
* Added new export and import functions for some common formats
* Added new setSeed function to allow customising the random seed
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config file), this one: "-localasset" (without the quotes) is a temporary hack to use a local asset server when in grid mode. (use with extreme caution if you have more than one sim in a grid)
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Fixed bug with <0,0> co-ordinates on sim crossing
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be fixed soon)
Fixed sandbox mode fully
Scrapped former XML-RPC expect_user call for sim crossings
Sim client thread can upgrade/downgrade between full and child agent dynamically
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Misc bugfixes
Child agents!!!!!!
General sexy stuff
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* Now dumping default value in config.
*
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* Added a 'param' param to the RestMethod
* Added RestHandlerEntry to store more info about the 'rest' handler
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scripting Engines.
Added the work in progress JVM scripting engine.
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Removed asset/user config in grid mode in the region server
Added "create user" command in the user server console
Begun buggy code to send sim details to the grid at startup
Drank whole pack of red bull in one night and made stupid jokes in SVN logs and C# comments
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