| Commit message (Collapse) | Author | Age | Files | Lines |
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assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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Run this on a major grid, and weep
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tired of conflicts.
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
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* There is now a AssetServerBase
* lolcat in ur assets
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anything else) worse.
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So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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Some work on the asset cache, can people please test this. including on one of the public systems so we can see if it causes problems with multiple users.
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Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server.
Deleted Framework.manager as I am sure this is no longer in use.
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multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway.
Added llGetOwner function, and tested the ll functions that I added in last commit.
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Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
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downloads in general a little bit.
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the assetcache and asset server).
Attempt to fix bug # 326. (crashing when using save-xml and hollow prims)
Attempt to fix bug # 328 (limit of 50 items in a folder)
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worse the texture sending bug
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if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
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of enabling the new SceneObject classes.
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works for now.
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download), but still a few problems, it seems that the client has a quite short timeout for receiving a texture and if the whole texture isn't sent within this time, the client will request the texture again, With quite small textures this is fine, but it seems that with larger textures we can't send them fast enough and a infinite loop develops where the client keeps requesting a texture and we keep trying to send it, but are never fast enough. So I've for now put code in that so that the server will try to send a texture only once and then after that will ignore future requests from that client for that texture.
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folder or anything so there is at the moment no way to recover deleted objects.
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you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon.
We also need better clothing for the new ruth and to edit the body shape.
To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
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Fixed a number of bugs in the AssetCache related to asset downloading.
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