| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
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Run this on a major grid, and weep
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which cleans up the verbose logic
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to be sent to the core application.
* Disabled by default, but has two functions so far -- shutdown (timed or now), and create-region.
* Added SendGeneralAlert function to SceneManager allowing all-user alerts to be sent from OpenSimMain.
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<region.xml filename>
* Spring cleaning.
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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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still be used, I have added new console commands of "load-xml2" and "save-xml2", if the old versions worked for you then please continue using them (at least for now). The new versions haven't been tested that much, so their format could be subject to change.
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loaded so that they may read out any bits they are interested in
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configuration and libraries and not the current working directory.
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* There is now a AssetServerBase
* lolcat in ur assets
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sim is shutdown. A config setting has also been added to OpenSim.ini. Thank you very much, gryc.
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will *not* throw an exception
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assets and inventory.
Added asset_plugin key to "StandAlone" section of OpenSim.ini
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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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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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* Killed off 'parent' relation from LocalUserServices to CommunicationsLocal
* Deleted obsolete project InventoryServiceBase
* Deleted superfluous createCol function
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* Changed really strange LocalSettings behaviour with enforcing hard-coded plugin names if none supplied
* UserServices and InventoryPlugin will only load if supplied with filename
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* Changed so prims aren't loaded until AFTER parcels.
* The region startup flow is still an ungodly rats nest.
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* Deleted stub ScenePresence.Body.cs
* Added stub Region classes
The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
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* Implemented SceneManager.StopScene() and Scene.Stop()
* Some SimpleApping
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* Refactored some names for clarity
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* Deleted unused m_consoleRegion
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with 'root'
* Removed some duplicated commands
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* Normalized 'change-region' so (almost) all commands are context sensitive (use 'root' or '..' to set 'all scenes' context)
* 'terrain-sim' is thusly obsolete, use 'change-region', followed by 'terrain'
* Introduced SceneManager to administrate operations on group of scenes and moved relevant funcs there.
* In it, there's a ForEach(Action<Scene>) that either passes all scenes, or only current scene depending on context.
* Changed default prim backup (save-xml/load-xml) xml to "prim-backup.xml"
* Changed Disable/EnablePermissions to BypassPermissions = true/false;
Also:
* Removed unused and non-existent project ref
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various verbosity
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Also added a couple of console output lines to try to make it easier to tell which asset storage system is in use.
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selected. Currently set default back to db4o until more people test using sqlite.
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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.
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