| Commit message (Collapse) | Author | Age | Files | Lines |
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* Added SSL Option to User Server to allow logins to be done via SSL.
* Added sane handling for when Remote Admin Plugin configuration is not found
* Added some performance boosts to an area of libTerrain which was highlighted in profiling.
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rezzing them in another region.
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a few other bits of refactoring.
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* The RestDeserialisehandler now does streams and returns an object instead of string
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* Shortened type references
* Removed redundant 'this' qualifier
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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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* Ignored some bins and gens
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change and improve how we handle caps.
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* DB4o no longer crashes the sim on Startup
* DB4o now crashes the sim on shutdown.
* Variety of console verbosity fixes.
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projects combined, all 'never used' things)
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* got rid of the ugliest hack in the project
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* added LLSDStreamHandler.cs to Caps (Haven't enabled it yet, though)
* removed last traces of old rest handling
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* Removed legacy REST handling
* Created two custom IStreamHandlers for asset up/download
* Removed quite a lot of double and triple encodings, trying to work towards binary only and direct write into storage.
* Introduced BaseStreamHandler with GetParam() and some other goodies
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* Implemented RestStreamHandler
* Some caps functions now use it
* Moved out RestMethodEntry from httpserver
* The IStreamHandler interface now reports required method and Content-Type
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* added some licensing info
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*Renamed IRestHandler.cs to RestMethod.cs which is the correct name.
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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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to add/remove something
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compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
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