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grid, so likely to have problems on a larger grid with more people?
To use , both the user server and Inventory server need to be running this latest revision. (older regions should be able to still be used, just the user won't have inventory on them). Also and HERE IS THE BIG BREAK ISSUE, currently, so that the initial inventory details for a user are added to the inventory db , you need to recreate the accounts using the user server "create user" feature. It should be quite easy to manual populate the inventory database instead but I someone else will need to look into that) Also I've only tested using SQLite as the database provider, there is a Mysql inventory provider but I don't know if it works (SQLite is set as default, so you will need to change it in the inventory server config.xml)
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that I haven't set the post url correctly)
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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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* Removed unused LoginService
* Minor renames on BinaryStreamHandler
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Asset uploading over CAPS now works, and although inventory isn't really working yet, this should now at least enables texturing of prims.
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should make sure the wiki is updated.
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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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guru approval.
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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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* Updated SimpleApp with various introduced dependencies
* Extracted ScenePrescence creation in Scene
* removed try-catchall from UserManagerBase (that actually hid a bug)
* Refactored RegionInfo
* handle is calculated
* it will explode upon accessing x,y,ip,port,externalip if not explicitly initialized
* Removed superfluous 'ref' keywords
* Removed a shitload of 'catch Exception e' that causes build warnings
* Lots of small refactorings, renames et c
* Ignored some bins
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to force IPv4
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*Added support for getting user profile information from remote grid server (untested)
*Updated prebuild.xml
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*Removed .user, .suo, and unneccessary files in /bin/Physics/
*OpenSim.sln should compile with nant and on windows now
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to add/remove something
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