| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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Can now update a sim profile at startup automatically! W00t!
Untested neighbours code (for sim crossings)
Didn't drink any red bull today :( Used liquid guarana extract + cola
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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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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.
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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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* updated vs2005 and nant targets
* added some build files
* ignored some binaries, pdb's and user files
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improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
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woohoo!
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