| Commit message (Collapse) | Author | Age | Files | Lines |
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Updated VersionInfo.cs finally
Updated prebuild and rebuilt nant build files
Completed Management agent basics
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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.
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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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refactor/rewrite/bugfix.
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to anything other than 997,996
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* ignored some files
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* ignored bin directories
* regenerated nant 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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and a couple of other small changes
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I'M THAT NUTS!!!!!!!!
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Added new "Datastore" parameter to simconfig.xml which is passed to storage engines via a new Initialise() function.
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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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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)
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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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1. Fixed Update Lock (should now compile)
2. Added support for rescaling a primitive without it jerking to the side.
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simultaneously (it happened!)
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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.
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* Deleted empty directory
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NEED THREAD POOLS!!! DO NOT LET ME GET AWAY WITH BEING LAZY PEOPLE!
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ground. Should prevent 'below ground' arrivals.
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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.
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very basic skeleton
First commit since we lost JesseMalt - Dedicated to their memory
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* 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.
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* Added sane defaults to each configuration step. (The defaults for sim/user/grid will now create a working grid)
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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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