| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
via CommunicationsManager directly
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Update using statements and prebuild.xml. Also trim trailing whitespace.
|
|
|
|
|
|
|
| |
patch allows wind to be enabled/disabled, and wind strength set,
from ini file
|
|
|
|
| |
will be moved to a library somewhere else.
|
|
|
|
|
|
|
| |
issues with the sun module.
Fixes Mantis #3295
|
| |
|
|
|
|
|
|
| |
* Add some more debug code to narrow down where the tests are freezing
|
|
|
|
|
|
|
|
|
|
| |
- move a couple constants from InventoryArchiveConstants to
ArchiveConstants, now only one of these is needed
- change InventoryArchiveConstants references to ArchiveConstants
- remove InventoryArchive AssetInventoryServer plugin dependency on
OpenSim.Region.CodeModules
- trim trailing whitespace
|
|
|
|
|
|
|
| |
We now build OpenSim.Framework.Archive.dll which aims to contain code
used for archiving various things in OpenSim. Also remove trailing
whitespace.
|
| |
|
|
|
|
|
|
|
| |
* In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using
* OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
|
|
|
|
|
|
|
| |
This fixes *another* sync error in a list/dictionary
iterator. This time in WorldComm. I'm beginning to think
something is going on...
|
|
|
|
| |
next time this hiccups
|
| |
|
|
|
|
|
|
|
|
|
| |
* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache.
* This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more
restructuring.
* I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
|
|
|
|
|
|
|
| |
* Add some comments to the Wind Module
* Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically).
* Add m_sitState for upcoming code to improve sit results.
|
|
|
|
|
|
|
| |
has been set since having no User-Agent seems to work well but the facility is now available to set this if required. Using something based on the pattern of SLs User-Agent may well cause problems, not all web servers respond well to it. See the notes in the SL Wiki http://wiki.secondlife.com/wiki/LlHTTPRequest
Fixes Mantis #3143
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* This should make saving large OARs a somewhat better experience
* However, the problem where saving an archive pulls large numbers of assets into the asset cache isn't yet resolved
* This patch also removes lots of archive writing spam that crept in
|
|
|
|
|
|
| |
* Among other messages, a log entry is posted for every 50 assets added to the archive
|
| |
|
|
|
|
| |
object
|
|
|
|
| |
fields with the LLUtil function that prevents the max string size from being breached
|
|
|
|
|
|
|
|
|
|
| |
Changes to IWindModule interface: Change from assuming a single array of
256 Vector2 values to a lookup function that takes region x, y, z and returns a Vector3
* Changed llWind() to use new lookup method of IWindModule
* Moved logic for determining the wind at a given point in the data array from
llWind() to the Wind Module itself.
|
|
|
|
| |
identical names
|
|
|
|
|
|
| |
* Not actually tested yet though existing code which doesn't require long file names looks fine
|
| |
|
|
|
|
|
|
|
| |
* At the moment, any existing folders with the same name are reused - will need an option to always create new folders
* not yet ready for general use
|
|
|
|
|
|
| |
* Disable folder iar creation code for now (though this wasn't actually causing the test failure)
|
|
|
|
|
|
|
| |
* This commit also does a first pass at creating folders for an inventory archive (previously everything was dumped in the same destiantion folder).
* This code might not work yet and nobody else should be using it yet anyway :)
|
|
|
|
| |
of an iar
|
|
|
|
|
|
|
|
|
| |
* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
|
| |
|
| |
|
|
|
|
| |
with no alpha value). Thanks BlueWall.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
nhibernate mapping. Refactored property getters and setters for estate ban object to support NHibernate.
* Added estate ban table to migration scripts of all supported databases.
* Added nhibernate mapping for EstateBans property of EstateSettings
* Refactored property accessors for EstateBan object.
* Added comments for EstateBan properties.
* Ensured that NHibernate tests pass with NUnitGUI.
* Ensured that nant test target passes.
This fixes mantis #3210. Thank you, tlaukkan!
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=3159
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
the FriendsModule. No functional changes. Those messages were sent over XMLRPC, and that's how it continues to be for now. Just moving this couple of interregion messages out of OGS1, in preparation for the big shlep ahead.
|
|
|
|
| |
IAssetDataPlugin being in OpenSim.Data
|
|
|
|
| |
getting there...
|
|
|
|
|
|
|
| |
rid of ugly CoreModules dependency on AssetServer.exe
* And yes, the IAssetDataPlugin is misnomed, which became apparent on extracting it.
|