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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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all allong
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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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namespace to mirror what is done with MySQL. This will require a
configuration change for people using SQLite for prims which is given
as an example in OpenSim.ini.example
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database code, so this is a shared concept.
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prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
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Scripts now show up in prim inventories after region restart.
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
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persistent store, but this doesn't yet show up for the client. Still no user functionality and not
enabled
in normal code.
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inventories
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experimentally. This is not yet enabled in the codebase. No user functionality yet - next
phase is to write the code to restore the script in prim inventory on region load
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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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Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
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*Fixed typo causing access lists not to be stored correctly in sqlite
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datastore is sqlite
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functions for the different datastore interfaces for Land Objects.
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unbounded model causes performance and filesystem filling grief.
Before enabling this again, we need a reasonable bounding model.
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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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OpenSim.ini.example **
* Now moved region storage from region to application, so we have one storage per application, instead of one per region.
* Changed so that the region store providers use connectionstrings, not filenames
* Removed various unfit fields and properties (call me Darwin)
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sure this remains working for you.
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this means .net is fixed.
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works
mono still
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terrain revisions in memory. Once I'm sure this is working, I'll purge
out some of the crufty code here.
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objects, as it clouds up the console a bit too much
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MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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