| Commit message (Collapse) | Author | Age | Files | Lines |
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* This should resolve the current build problem
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* On restart the latest save will be restored rather than the very first dragged in scripts
* Also add previously missed out database commits to separate prim inventory commit path (sigh)
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for now. It doesn't build on new mono at the moment, and
isn't currently used. Please make sure this functions on
mono 1.2.6 prior to adding it back in for the main tree.
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inventory persistence
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* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
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(Someone please fix! :)) Lets see if it works every time or just some ;)
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innocent*
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SchemaType.Source)
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Possibly solved startup crash.
Moved MySQL Commit() to inside each functions respective dataset access mutex because if not other threads would be waiting until function released mutex and modify the dataset before the function could commit
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prim object load.
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* Remove some mysql verbosity
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* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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to support LLVector3, LLQuaternion and LLUUID
* Added PrimitiveBaseShapeTableMapper to show how it's done
NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
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* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
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LLUUID.Zero would be a security hazard)
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last database changes in before sdauge changes them significantly.
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* Added the web_login_key to the users table
* Added happy configurable http error message pages
* This update is large enough to have 'awe' value.. so backup your users or weep.
* Not tested on MSSQL, even though I added code to update the tables!
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server.
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* Updates OSG1UserServices
* Friends list is now persistent in grid mode.
* You can add, new friends and remove them
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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* Don't forget to run prebuild
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* Added Friends List methods to IUserData interface
* Created Stub friendslist Database Methods
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Charles, this will fix the red issue.
* Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE
* The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated.
* MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
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No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
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resolving inventory problems
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OpenSim.Framework.Data.MySQL with Justincc's Util.ToRawUuidString()
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Works with LibSL rev>1532
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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fixes after testing
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