| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
server/service, userprofile cache, inventory handling. (non of it is enabled yet (or at least it shouldn't be).
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
|
| |
|
|
|
|
|
|
| |
* Removed unused LoginService
* Minor renames on BinaryStreamHandler
|
|
|
|
|
| |
Asset uploading over CAPS now works, and although inventory isn't really working yet, this should now at least enables texturing of prims.
|
|
|
|
|
|
|
| |
login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now).
Also trying to look at the map in grid mode will crash the server.
|
|
|
|
|
| |
* added some licensing info
|
|
|
|
| |
which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
|
|
|
|
|
|
|
| |
in sandbox mode)
*Various small renamings
|
|
|
|
|
|
| |
*Added support for getting user profile information from remote grid server (untested)
*Updated prebuild.xml
|
|
compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
|