| Commit message (Collapse) | Author | Files | Lines |
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LICENSE.txt.
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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.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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(this took a while to run).
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* Shortened type references
* Removed redundant 'this' qualifier
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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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LLSDStreamhandler system.
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