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This appears to be due to the fact that no asset cache has been
configured, possibly as a result of the configuration changes that
have been made recently. I've attached a patch to display a message
to that effect rather than throwing an error.
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LICENSE.txt.
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treated as another ini source to load.
For example:
Include-Asset = AssetSetup.ini
will load AssetSetup.ini after all other ini files are done.
This works recursively, too
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* didn't realize that we were getting back plain old exceptions
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* Catch directory exception on load oar as well as file exception
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This patch allow you to see region rating from
the console. Type "show ratings" and it will
show you the rating of all your regions.
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console capable of processing commands. Create LocalConsole as a console
that uses cursor control and context help. Precursor to a distributed
console system for the new grid services. No functional change intended :)
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inside OpenSim.ini in the Startup section. This makes the HG compatible with -background, and prepares the way for further work on HG-related config vars. Might help with mantis #3527.
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derived classes
- make OpenSimBackground inherit from OpenSim instead of OpenSimBase
so that it will have a MainConsole instance and we can use console
commands, setting m_gui to false
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changed/lost with svn 8550 when a check was added for the file name having .xml extension. The extension check has been moved slightly earlier and the original directory logic restored.
Fixes Mantis #3386
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* Allow non FileNotFoundExceptions to propogate rather than post a misleading error message
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message which will be dialog-ed to the user just before being kicked.
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OpenSim.ini.example thru DefaultScriptEngine = "XEngine"
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* Make load/save oar and load/save xml2 behave a little better when there is an io problem
* Thanks dslake
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Added a ApplicationRegistry to OpenSimBase.
Changed LoadRegionsPlugin so it registers itself to that application registry.
Added a event to LoadRegionsPlugin, that is triggered when it creates a new scene ,although maybe this event should actually be in opensimBase incase other plugins are creating regions (like the RemoteAdminPlugin).
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"module".
Added OpenSim.Grid.UserServer.Modules project/dll which now contains the components of the userserver. With the OpenSim.Grid.UserServer being the setup and initiate exe.
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command, to make sure the .xml is passed in the command arguments. Thanks BlueWall
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* Not ready for use yet
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interface. Shared modules will now only get added once, so the command
handler is called once per module, not once per scene. Removal of scenes
has no adverse effects. Nonshared modules will be called for each scene.
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actually experimental and the storage format may soon undergo incompatible changes
* If you were using these please uncomment the code before rebuilding, but be aware that old files may become incompatible soon
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NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
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OpenSim.exe -gui=true
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specific command if any is available
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threads, etc.)
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another dev whiel I was putting the reference to it back in
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Fixes Mantis #3117
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line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
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* So at the moment once can type 'help terrain fill' as well as 'terrain fill help'
* Current implementation is a transient hack that should be tidied up soon
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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* other minor tidy up
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the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
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* If this was crucial to someone then it should be reinsertable as a module
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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XML as well.
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older versions, and may result is all sorts of weirdnesses when interacting with sims in older versions. Changes:
- Introducing synchronous Teleports. Now the receiving region calls back the sending region after the client has been made a root agent there, that is, after client sends CompleteMovement to the destination.
- SendCloseAgent moved from OGS1 Remoting to RESTComms.
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