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* Another attempt at fixing the disappearing estate_settings.xml file.Brian McBee2007-09-111-25/+24
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* Fix for setting region through property. This should allowSean Dague2007-09-111-2/+2
| | | | | | mysql to work again in grid mode for user storage.
* * minor refactoringslbsa712007-09-111-2/+0
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* move the locks closer to the data, sqlite for assets now works like a champSean Dague2007-09-112-40/+37
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* add DeleteAssetSean Dague2007-09-111-10/+14
| | | | | | | this also moves commit points around a bit for debuging, though this will change back now the MW has worked out synchronization
* Trying some locks on asset database access. MW2007-09-111-10/+21
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* added some debugging for tracing where asset code isn't working with sqliteSean Dague2007-09-104-305/+328
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* mass update of urls in source code to new websiteSean Dague2007-09-1079-79/+79
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* A couple of fixes to make sure db4o gets set as the default asset database. ↵MW2007-09-102-0/+2
| | | | Also added a couple of console output lines to try to make it easier to tell which asset storage system is in use.
* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-107-14/+346
| | | | | | | | 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.
* * Fixed: Accessing xmlrpc with invalid xml data would crash the sim.lbsa712007-09-101-17/+31
| | | | | * Ignored some bins and gens
* Little green men (aka dots on minimap). Thanks to bushing for Dalien Talbot2007-09-092-0/+2
| | | | | | pointing out that it is done by CoarseLocationUpdatePacket.
* A small try/catch wrapper to prevent the CLI errors from nuking the sim.Dalien Talbot2007-09-081-1/+5
| | | | | | Now will just print the backtrace on the screen and continue.
* Partial fix for the "avatars permanently facing east" - now the rotationDalien Talbot2007-09-082-2/+2
| | | | | | | | is set correctly, but only with the movement of the avatar. The in-place rotation updates need a little bit of more thought, and will be in a separate commit.
* Converted the LSL scripting engine into a IRegionModule, so now all ↵MW2007-09-081-7/+7
| | | | | | | | | "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back). Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
* added SQLiteAssetData class first pass. This should work,Sean Dague2007-09-071-0/+237
| | | | | | | but it will current store local and temporary assets as well. Will fix that later.
* factor out common methods to SQLiteBaseSean Dague2007-09-072-169/+231
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* Added "Local" and "Temporary" Fields to the AssetBase class.MW2007-09-051-0/+2
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* Some work on Module loading/management.MW2007-09-041-1/+6
| | | | | | | | Some more modules templates classes (hoping that someone will pick some of these and work on implementing them). Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them). Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim. Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
* Added a Debug method to the Console/log class that has the Conditional ↵MW2007-08-311-0/+15
| | | | | | | attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives]. A few other minor changes.
* remove debugging statementSean Dague2007-08-301-1/+1
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* Added some place holder classes for various modules.MW2007-08-302-36/+40
| | | | | Some work on the asset cache, can people please test this. including on one of the public systems so we can see if it causes problems with multiple users.
* Various small changes (some likely to be removed again soon)MW2007-08-291-1/+1
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* Attempt to fix bug on linux where estate_settings.xml gets wiped. Brian McBee2007-08-291-1/+4
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* Fixed the problem of uploaded animations not showing up in inventory [Mantis ↵MW2007-08-281-1/+1
| | | | number 338]. They should now show up in inventory and play locally should work. But Play in world doesn't seem to work yet.
* some changes which get us closer to Sqlite storage for usersSean Dague2007-08-283-6/+16
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* Ensure that UserProfileData doesn't pass down null values. Sean Dague2007-08-282-22/+32
| | | | | | These cause some issues with the ADO.NET mapping
* sqlite is storing now, uint64 makes things "interesting".Sean Dague2007-08-281-7/+8
| | | | | | however lookup isn't working
* added some more types that will be neededSean Dague2007-08-281-2/+14
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* sqlite user datastore "should" be functionally completeSean Dague2007-08-281-115/+74
| | | | | | | with this checkin, though it's not tested. Will do that tommorrow.
* reverting to old case sensitive username behavior. As sdague pointed out,we ↵Brian McBee2007-08-281-1/+1
| | | | are moving away from db4o to sql, and this won't work.
* Avatar login names are no longer case sensitiveBrian McBee2007-08-281-1/+1
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* first pass implementation of sqlite storage for user data. ThisSean Dague2007-08-271-0/+705
| | | | | | | isn't functional enough to use yet, but does compile. Should be ready for testing in another day or so.
* Deleted a few old files that are no longer used.MW2007-08-276-320/+397
| | | | | | 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.
* Stopped EntityBase from implementing IScriptHost, as don't think it should, ↵MW2007-08-271-1/+1
| | | | | | | multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway. Added llGetOwner function, and tested the ll functions that I added in last commit.
* Another small tweak to image sending.MW2007-08-271-1/+2
| | | | | Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
* Tweaks to assetcache to make texture downloading better (I hope)Brian McBee2007-08-271-13/+14
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* See if this fixes the 0x0 texture size problems, and speeds up texture ↵MW2007-08-261-2/+3
| | | | downloads in general a little bit.
* Another attempt to fix the image sending bug (next week, I intend to rewrite ↵MW2007-08-266-37/+84
| | | | | | | | 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)
* Applied dalien's libsl login patch (should now allow libsl clients to once ↵MW2007-08-251-4/+4
| | | | again login to opensim) [Seems I was the one who broke it...sorry ]
* Second attempt to commit : Test to see if this change improves or makes ↵MW2007-08-251-1/+1
| | | | worse the texture sending bug
* it helps to actually call TestTables to get the new tables createdSean Dague2007-08-241-0/+2
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* updated SQLite Inventory to newer model data definition,Sean Dague2007-08-241-485/+644
| | | | | | and add automatic generating of the inventory table
* Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a ↵MW2007-08-222-0/+3
| | | | script in a primitive is deleted.
* Made SceneObjectGroup.GetChildPrim() public, for now so that script engine ↵MW2007-08-222-0/+3
| | | | can get ref to the SceneObjectPart/ IScriptHost.
* A little bit of cleaning up.MW2007-08-221-1/+1
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* Start of Task Inventory (ie prim's inventory). For now, you can only move ↵MW2007-08-222-0/+3
| | | | scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
* Fix for un-encrypted master avatar password in user databaseBrian McBee2007-08-221-1/+2
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* Added OnRezScript event to Scene.EventManager.Which the script engine should ↵MW2007-08-212-0/+3
| | | | subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
* Can now turn on/off server side permission checking (on prim editing etc) ↵MW2007-08-215-11/+26
| | | | | | | from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.