| Commit message (Collapse) | Author | Age | Files | Lines |
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MakeAvatar and MakeChildAgent respectively
* Removed unused m_child from ClientView
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* Now there-is-only-client-manager
* First step towards moving Logout and ConnectionClosed out of Client and into something else (which will let us get rid of ClientView reference to ClientManager
* General posititvity, peace, love and understanding
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* Some propertification and hideousness of fields.
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* There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients.
* We do not currently support objects listening, so there's really no way of actually using this feature.
So; somebody please wire chat all the way to the scripts.
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various verbosity
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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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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.
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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)
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script in a primitive is deleted.
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can get ref to the SceneObjectPart/ IScriptHost.
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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.
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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.
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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.
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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
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* Added prototypical MoneyBalance support
* Finalized konceptual touch wiring
* Turned SimpleApp into a tedious harvesting game.
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and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]
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* Removed unused SendPrimitiveToClient that didn't have rot.
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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* Other viewers in the sim will see updates no more than once every 5 seconds.
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server/service, userprofile cache, inventory handling. (non of it is enabled yet (or at least it shouldn't be).
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
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*Added missing files (I hope)
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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selected Objects
*Known bug, client does some weird "showing" when more than 255 objects are meant to be selected (linked objects count as one object)
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instead - w00t!
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*Significant movement (currently set to 2 meters of movement for performance reasons, even though its speedy) and initial login now sends parcel updates
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InstantMessages will no longer crash the server. But they still aren't really working correctly, you can't type replies to received messages.
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login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now).
Also trying to look at the map in grid mode will crash the server.
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could be done so. In practice, more work needs to be done.
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in on grid mode
*Note: Grid Mode now works in sugilite, but is still unstable
**Known bug in which the grid server crashes after being relaunched from a previously create configuration
**Crashing of the viewer crashes the OpenSim server which then crashes the grid server -- needs better handling of exceptions
**Multiple sims is still untested, but should connect correctly. Moving between the sims may be a different story
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used" properties (which I presume will be filled in over time)
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