| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| | |
|
| |
| |
| |
| |
| |
| | |
so it reflects the prior default. We are not in the habot of changing default
behavior without good reason and making localhost the default would break
most current use cases.
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
| |
| |
| |
| |
| | |
so it reflects the prior default. We are not in the habot of changing default
behavior without good reason and making localhost the default would break
most current use cases.
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
It contains a major interface version bump and will NOT work with earlier grid
services. This is preliminary work that will lead to layers support.
Rest appearance services are commented out completely, they will have to be
adapted by someone who actually uses them. Remote admin is working, but has
no layers support. There is no layers support in the database. Login likely
won't work. You have been warned.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.
|
|\ \
| |/
| |
| |
| | |
The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
|
| |\ |
|
| | | |
|
| |/
| |
| |
| |
| | |
* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
folder up from connectors into Scene.Inventory.cs
This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors.
Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
|
| |
| |
| |
| |
| |
| | |
rather than an older XML one
This is a patch from http://opensimulator.org/mantis/view.php?id=4973. Thanks randomhuman
|
|\ \
| |/ |
|
| |
| |
| |
| | |
support estates without seeking further input on the console.
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
capitalization.
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
changes:
- Start location is NOT optional. The signature was defined with it being mandataory and there is no reason to change it
- Adjusted comments to remove misleading or no longer true comments. Default
is neuter, according to the code, not male, as the comment stated.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
eliminate warnings that this code is unused
|
| | |
|
| | |
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
* My local git wants to commit the groups files for line endings, I'm gonna let it do it.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
|
|\ \
| |/
| |
| | |
This brings careminster on the level of master. To be tested
|
| | |
|
| |
| |
| |
| | |
CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
|
| |\ |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|