| Commit message (Collapse) | Author | Age | Files | Lines |
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same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
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hard-coded port numbers.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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override the default method of calculating how many prims a parcel can have.
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reference not set to an instance of object' exception
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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* 5000 commits in this repository!
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* Not yet ready for public use
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* However, still not actually archiving anything except textures
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* Ignoring it on reload as of yet
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* no other prim items are archived yet
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service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
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not all faces have the same texture
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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true. Instant messages, inventory transfers use this.. and it was always returning false.
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* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces).
* This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)
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* No user functionality yet
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fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
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across reboots though.
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* This now has equivalent functionality to load-xml2 - no asset data is restored yet
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* No reload functionality implemented yet
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
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was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
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* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
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* Linden uses a neutral height channel of 128.0 on their multiplier. OpenSim was using a neutral of 127.0 - this has been changed to 128.0, this may cause files exported to the .RAW format to look slightly different when loaded back in - it is highly recommended to use the R32 format instead which avoids these sorts of issues.
* Made a tweak to the Terrain Plugin loading process.
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tar loading code
* Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
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* Fix nre where the asset couldn't be found
* Not ready yet
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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not even gzipping yet!
* Using hacked up code to create the correct tar archive headers - this stuff should really go away again before too long
* No user functionality yet
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* This is to allow other region modules to install Terrain Effects.
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