| Commit message (Collapse) | Author | Age | Files | Lines |
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InevntoryServer
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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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* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
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into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
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specify either a filename (will use the default config path, or you can specify a full path.
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following along the same priciples as in the other servers.
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Run this on a major grid, and weep
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<region.xml filename>
* Spring cleaning.
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need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
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position (position inside the region) rather than it always being hardcoded to 128,128. Note: This bug fix is just to allow this to be set. Its not actually used yet (so users will still always start at 128,128).
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it appears we are not implementing this correctly. (need to set up certificates first)
* Documented ACL class
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wiki descriptions up on line endings so we don't keep
ending up in this place.
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* Unlinked right now, but intent to replace large amounts of the core logic in PermissionManager with it.
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syntax to conform with .NET guidelines.
* OnChatFromViewer has been converted as an example.
* Bug: SimpleApp's NPC client does not implement a Scene property and will likely crash with a NullReferenceException when it attempts to chat.
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configuration and libraries and not the current working directory.
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up phase (like changed the bit where it asks for sim uuid to asking for region id). should have no effect on anything.
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to sim_uuid), but left that actual field name in RegionInfo as RegionID. Hopefully old region.xml files should now work again.
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* There is now a AssetServerBase
* lolcat in ur assets
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Bugs 449, 454, 408, 244, 197
implemented InformClientOfNeighbours as an asynchroneous process, handling timeouts without blocking the main thread.
Improved logging of errors, removed catch all in try catch
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consolidated port number defaults. Thankx Chillken!
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messages. Thanks Chillken!
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tho. Thanxs Chillken!
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no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server.
Introduced an "IPlugin" interface, which plugins can inherit from.
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of things. Reverting 2056.
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* using base type IUserService
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* Moved InventoryData to Framework.Types/InventoryItemBase.cs
* Moved UserData to Framework.Interfaces/IUserData.cs
* Moved UserProfileData to Framework/Types/UserProfileData.cs
* Deleted ass-backwards Framework dependency on Framework.Data (now it's the other way round)
* Changed some namespaces to reflect file structure
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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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intra-instance requests to
* Every Scene has a ClientManager (as every dog it's day) since two scenes can have the same circuit as client.
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