| Commit message (Collapse) | Author | Age | Files | Lines |
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folder or anything so there is at the moment no way to recover deleted objects.
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* IsEnvironmentSupported() - returns whether the platform is supported, if not, an error message is specified (at the moment restricts 95/98/ME, Systems that lack HTTPD.SYS and versions of the .NET framework prior to 2.0)
* GetFileName() - returns a system valid filename, on windows this places data in the Application Data directory, on UNIX, the folder in which the application is calling from.
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clothes, although their still seems to be a few problems with the clothes, in that sometimes other avatar's default clothes are white.
At last, removed the need for the avatar-texture.dat file. (Please never come back).
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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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everything.
Like, I removed the Obsolete from the old caps method as at this time not all caps calls can use the new Caps stream method as it doesn't properly deal with LLSD Arrays.
Now down to 3 warnings on the events in IClientAPI and for now I think we have to live with them as I think most of those events will be used.
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Fixed a number of bugs in the AssetCache related to asset downloading.
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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into asset format and add that.
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* Other viewers in the sim will see updates no more than once every 5 seconds.
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fetches a file from a remote server
*Right now, values are not saved back to the remote server, but that will be changed
*Removed some warnings from invalid references that were not used anyways
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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.
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for the userserver and gridserver.
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ConfigurationMember
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* Added LineInfo stacktrace parser to LogBase (not used yet though)
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modules (eg "client", "grid", "terrain", "storage", etc)
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*Made it possible to load a configuration interface by DLL
*Deleted the 1024 config files until they are updated
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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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the console to send alerts use : alert general <message> , for a instance wide message , or use alert firstname secondname <message> to send a alert to one user. (TODO: add region wide messages).
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* Dropped old ILocalStorage storage engines.
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*Should compile now!
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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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prim, just create a new libsecondlife.Primitive.ParticleSystem() and then call AddNewParticleSystem() on the OpenSim particle : we really need to rename our particle class to stop conflict with the one in libsl.
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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* Still has some weird bug in SimpleApp though.
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*Added missing files (I hope)
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*Added "RemoveEntity" and renamed "AddNewEntity" to "AddEntity"
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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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simpleApp), to try out a basic test npc character(/class).
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selected Objects
*Known bug, client does some weird "showing" when more than 255 objects are meant to be selected (linked objects count as one object)
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* Missed an item using the old local storage.
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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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**Parcels within selection now join and not the two parcels selected at each corner
*Created OnSignificantClientMovement event that is triggered when an avatar moves more than 2 meters.
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deeding to group, terraforming, object creation and outside scripts.
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* Added IRegionDataStore
* Added OnBackup event to EventManager
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Done some work of fixing primitive/SceneObject copying.
Set DefaultHome region to 1000,1000.
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