| Commit message (Collapse) | Author | Age | Files | Lines |
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corner, water height, region flags, etc basic settings
*Parcel now sends ParcelProperties when the owner changes information as soon as the information is changed
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NOTES:
*ClientView is now in the namespace OpenSim.RegionServer.Client
*Scripting is now in the namespace OpenSim.RegionServer.scripting
*Other various cleaning
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about land box)
*Added the rest of the member variables relating to parcels in the ParcelData class
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* Converted to new console interfaces
* Fixed other minor issues which somehow snuck in
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*Added Parcel Backup Support for DB4. Other storages currently do not save
*Added parcelIDList in ParcelManager to speed up parcel fetching at position
*Added ParcelData.cs and ParcelData class for better storage support
*Documentation for parcel added
*2 Parcel Related bug fixes
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*Created Parcel class to handle each parcel
*Created ParcelManager class to handle the Parcel Object
*For now, by default it is assigned to a fake avatar key and set for sale to L$0
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Added some more prompts and stuff to ServiceManager
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* Enabled fastmode by default on world map requests (ordinary mode is just too slow)
* Reset some params involving agent appearance
* Tweaked simProfileBlock requests to return values which have been sighted on the wire before.
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for the database connection used by OGS.
* Added IniFile class (code imported from public example) to Framework.Data - may be worth moving to Util.
* Ran prebuild, updated solution files.
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test it under nant, and the releng scripts might need updating as we now have two solutions.
Also the build order for the two solutions should be to compile the OpenSim Solution first and then the GridServices one, as the common projects are referenced by DLL in the Gridservices.
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should now be okay. Now onto the Grid servers...
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* 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.
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events in Avatar and World)
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, 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.
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* Updated vs2005 target
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changed something.
* Updated solution files & build files via prebuild.
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class a bit and added a WorldBase class (that World now inherits from)
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Imported crappy monodevelop GTK# manager app (tis embarrassing)
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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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* ignored some files
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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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grid mode specific code can be kept separate)
Fixed the ServiceManager project (added reference to System.Xml to its project in prebuil.xml)
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Improved the enable neighbours code (Simclient thread should no longer sleep for 3 seconds for each neighbour).
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and a couple of other small changes
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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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* 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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