| Commit message (Collapse) | Author | Age | Files | Lines |
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Tleiades patch 444 and 445.
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* updated to rev 1413 on libsecondlife.dll and libsecondlife.dll.config (#423)
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Fix in DNS resolve
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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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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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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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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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* We now have CylinderShape
* This commit dedicated to the birth of techno house.
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Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution.
Also some config changes:
OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists).
Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll).
So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
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* Minor shape koncept experiments
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things are kept in sync.
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* Removed unused SendPrimitiveToClient that didn't have rot.
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* NetworkServersInfo settable without config file
* DefaultHomeLoc throws if getted before setted
* Removed nonsensical sandbox distinction
* Refactored default config file creation
* Some more small refactorings on shapes
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configdir, datadir.
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estate_settings.xml using the configuration system.
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* ExternalHostName supports "SYSTEMIP" again.
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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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into asset format and add that.
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* Added LineInfo stacktrace parser to LogBase (not used yet though)
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thus forcing the user to re-enter the data
*Added TYPE_STRING_NOT_EMPTY that requires some sort of text to be entered
*Added another parameter to addConfigurationOption called use_default_no_prompt that will not ask via the console a configuration option; it will use whatever is in the config file. If nothing is in the config file for that option, it will force itself to use default
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original system in place
*View RegionInfo.cs for an example on how it works!
*This hopefully copies all the files over, but who knows :)
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methods we use. Favours IPv4 addresses before IPv6 addresses to work around the Vista preference issue.
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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*Added missing files (I hope)
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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**No restrictions yet in place, or total prim count
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Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
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*ParcelManager's resetSimParcels does not set any default values.
*Updated ParcelData with correct defaults previously set in resetSimParcels
*Region overrides are now sent to viewer instead of dummy'd
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deeding to group, terraforming, object creation and outside scripts.
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Done some work of fixing primitive/SceneObject copying.
Set DefaultHome region to 1000,1000.
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