| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution.
Also some config changes:
OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists).
Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll).
So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
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change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
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of enabling the new SceneObject classes.
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* Ignored binaries
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even after you cross a region boundary.
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* passing on NotImplemented from Update()
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* Removed unused SendPrimitiveToClient that didn't have rot.
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* NetworkServersInfo settable without config file
* DefaultHomeLoc throws if getted before setted
* Removed nonsensical sandbox distinction
* Refactored default config file creation
* Some more small refactorings on shapes
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resent anyway. (Thanks Babblefrog!)
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Updated libsl to latest version.
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/Part2).
Updated the JavaVM to a later version I did (basically some clean up and a little bit more functional).
Added SendLoadURL method to IClientAPI.
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DharmaVoyager!)
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* Ping checks are now sent every 5 seconds instead of every one if no other packets are recieved.
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folder or anything so there is at the moment no way to recover deleted objects.
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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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you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon.
We also need better clothing for the new ruth and to edit the body shape.
To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
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everything.
Like, I removed the Obsolete from the old caps method as at this time not all caps calls can use the new Caps stream method as it doesn't properly deal with LLSD Arrays.
Now down to 3 warnings on the events in IClientAPI and for now I think we have to live with them as I think most of those events will be used.
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Fixed a number of bugs in the AssetCache related to asset downloading.
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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into asset format and add that.
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* Other viewers in the sim will see updates no more than once every 5 seconds.
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coords directly.
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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 capability to support minimum/maximum terrain limits (from the last 'bake')
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* Added LineInfo stacktrace parser to LogBase (not used yet though)
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modules (eg "client", "grid", "terrain", "storage", etc)
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the console to send alerts use : alert general <message> , for a instance wide message , or use alert firstname secondname <message> to send a alert to one user. (TODO: add region wide messages).
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earlier.
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to move to StorageManager.
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original system in place
*View RegionInfo.cs for an example on how it works!
*This hopefully copies all the files over, but who knows :)
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prim, just create a new libsecondlife.Primitive.ParticleSystem() and then call AddNewParticleSystem() on the OpenSim particle : we really need to rename our particle class to stop conflict with the one in libsl.
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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