| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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!
|
|
|
|
|
|
|
|
|
| |
of passing in a waithandle to the archiver
* This matches the existing OnOarFileLoaded event
* This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
|
|
|
|
|
|
|
|
| |
object that was in the scene
* Can now pass in a wait handle to ArchiveRegion() if you want same thread signalling that the save has completed
|
|
|
|
| |
yet apart from not blow up
|
| |
|
|
|
|
|
|
| |
* The async stream method does not yet signal completion to interested calling code
|
|
|
|
|
|
|
|
| |
* This means that you can now save terrain textures, water height, etc.
* Estate settings are not supported
* Older OAR files without these settings can still be loaded
|
| |
|
| |
|
|
|
|
| |
some time
|
|
|
|
|
|
|
| |
Thank you, Xugu Madison and ChrisDown, for a patch that
fixes linux filename extensions from .Xml back to .xml
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
| |
|
|
|
|
| |
many were actually located
|
| |
|
|
|
|
| |
posterization. Thanks to Adam for the tip.
|
| |
|
|
|
|
| |
information right now.
|
|
|
|
|
|
|
| |
* Not yet reloading
* Terrain saving will be optional a little further down the line
|
|
|
|
|
|
|
|
| |
of course, some are ScenePresences
* would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs
|
|
|
|
|
|
|
|
| |
single large file
* this is being done for reasons of compositionality
|
| |
|
| |
|
|
|