| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
the Grid servers can be a separate solution to the region server.
|
|
|
|
|
|
| |
* Added new exportImage() function to BasicTerrain which will output a gradient-mapped image of the terrain which can be uploaded to the grid for things like world map images. (shiinnny), will update later with an improved version using the bilinear quad method employed in client terrain rendering.
* Rebuild project & build files for basicterrain with System.Drawing dependency. Prebuild updated.
|
| |
|
|
|
|
| |
events in Avatar and World)
|
|
|
|
| |
, switching to a event based system (World/Avatar register as event handlers). It is possible that I've broke something with this commit but it doesn't matter as I'll just hide and no one will find me.
|
| |
|
|
|
|
| |
need to stop walking just after you cross the border for it to work properly (else you will continue moving into a negative position in the first sim)
|
| |
|
| |
|
| |
|
|
|
|
| |
class a bit and added a WorldBase class (that World now inherits from)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
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)
|
|
|
|
| |
(needs doing) and when downgrading a client to a child-avatar (should be working)
|
|
|
|
|
| |
Improved the enable neighbours code (Simclient thread should no longer sleep for 3 seconds for each neighbour).
|
|
|
|
| |
(now attempts update).
|
|
|
|
| |
one that if you stand at least 10 feet away from the screen and strain your eyes a bit and have really bad vision could maybe look like a island.
|
|
|
|
| |
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)
|
|
|
|
| |
more, 94 warnings in the compiler...
|
| |
|
|
|
|
| |
refactor/rewrite/bugfix.
|
|
|
|
|
|
| |
* 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)
|
|
|
|
|
| |
and a couple of other small changes
|
|
|
|
|
| |
Added new "Datastore" parameter to simconfig.xml which is passed to storage engines via a new Initialise() function.
|
| |
|
|
|
|
|
|
| |
Updated to lastest libsl and handled the changes to the message templates (some byte fields are now ushort fields ).
Still seems to be a problem when logging on, in that I get the downloading clothing message at the end of the precaching (which I didn't before)
|
|
|
|
| |
viewer 1.15.02, due to big changes in the message templates.
|
| |
|
| |
|
|
|
|
|
|
| |
1. Fixed Update Lock (should now compile)
2. Added support for rescaling a primitive without it jerking to the side.
|
|
|
|
| |
simultaneously (it happened!)
|
|
|
|
|
|
|
| |
exception that should not be triggerable. (Duplicate key after dictionary is locked, checked for key, then added) [!?!?]
AvatarUpdate: Added check for if the physics actor is null before attempting to access it.
|
| |
|
| |
|
| |
|
|
|
|
| |
stable so MSVC debugging of this code should no longer be needed. If however, it is needed, put a breakpoint on the exception handler concerned.
|
|
|
|
|
|
| |
* Added terrain "taint" - if terrain is tainted, the terrain is marked as needing to be saved.
* Added check for taint in the Backup() routine, if taint is found, terrain is saved and physics engine is notified.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
| |
Misc bugfixes
Child agents!!!!!!
General sexy stuff
|
|
|
|
|
|
| |
* Now dumping default value in config.
*
|
| |
|
|
|
|
|
|
| |
For it to work you need to have a java sdk installed and the javac.exe somewhere in the environment Path variable.
Then To test, copy the text from bin/script1.text into a note card and then add that note to a prim.
|
|
|
|
|
|
|
| |
scripting Engines.
Added the work in progress JVM scripting engine.
|
|
|
|
| |
improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
|