| Commit message (Collapse) | Author | Files | Lines |
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migrations (like converting asset ids) don't run into the
normal 30 second kill switch.
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side so that people don't think we're hung.
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changes it wouldn't come up).
include embedded dialect specific sql files for nhibernate migrations
figure out how to get the raw db connection so that migrations can
work with nhibernate.
create initial migration for NHibernate + SQLite + Assets.
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more clear
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asset uuids no longer binary. I've tested this migration a
few times, and it seems working in all the scenarios I've found
but it wouldn't hurt to backup your asset db before running this
as it does touch a very sensitive part of our content system.
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hard-coded port numbers.
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is now using migrations instead of the old model to
create tables. Tested for existing old tables,
and for creating new ones.
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migrating from the old to the new system. Silly legacy
code.
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tracking, and support sub types that we'll need for
nhibernate.
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Tomorrow I'll start trying to integrate them into sqlite
to see if this works right for table migration.
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really turned out to be small enough to not need it's own
assembly
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this becomes useful
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intent is to create an easier way to manage database table versions
like the model used for ruby on rails migrations.
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Fix spelling typo (Thanks ChrisDown for pointing this out)
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.
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