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* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-32/+1
| | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-171-25/+1
| | | | SceneXmlLoader.CreatePrimFromXml2()
* Update svn properties.Jeff Ames2008-06-172-187/+187
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* * Increase WEBMAP tile jpeg quality.Teravus Ovares2008-06-171-1/+29
| | | | | * I'm not sure if this method works on Linux.. but I guess I'll find out :P
* * Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey2008-06-161-3/+8
| | | | default texture as well as its face textures
* * Enables binary data in BaseHttpServer with 'image' in content type.Teravus Ovares2008-06-161-1/+80
| | | | | | | | | * Enables regular jpeg map images to be served directly from the region. * EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5 * This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes> * The Webmap image location gets printed on the console when the simulator starts up. * JPEG data is cached so we only create the webjpeg once.
* * Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey2008-06-161-31/+99
| | | | | | | | | | levels * This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use
* * refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey2008-06-164-40/+96
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* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-162-68/+111
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* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-141-1/+3
| | | | | | | | | 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.
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-132-5/+5
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-121-0/+239
| | | | | * 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).
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+2
| | | | | | | | | 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
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-3/+10
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* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-114-4/+69
| | | | override the default method of calculating how many prims a parcel can have.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-102-13/+12
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* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-071-3/+9
| | | | reference not set to an instance of object' exception
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-0/+1
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Update svn properties.Jeff Ames2008-06-051-25/+25
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* * refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey2008-06-051-5/+5
| | | | | | * 5000 commits in this repository!
* * exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey2008-06-054-13/+34
| | | | | | * Not yet ready for public use
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-054-7/+7
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-043-19/+199
| | | | | | * However, still not actually archiving anything except textures
* Update svn properties.Jeff Ames2008-06-041-129/+129
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* * Start writing out assets metadata file for archiverJustin Clarke Casey2008-06-042-17/+132
| | | | | | * Ignoring it on reload as of yet
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-046-94/+94
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* * experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey2008-06-031-0/+9
| | | | | | * no other prim items are archived yet
* * Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey2008-06-033-6/+5
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* * experimental: Once we've received all the required assets from the asset ↵Justin Clarke Casey2008-06-021-1/+13
| | | | service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
* * experimental: Make OpenSim archiver save and reload all prim textures when ↵Justin Clarke Casey2008-06-021-2/+11
| | | | not all faces have the same texture
* * Fixes a bug saving the current sun phase to the estate_settings file.Teravus Ovares2008-06-022-2/+10
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* Update svn properties.Jeff Ames2008-06-011-45/+45
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* * Fix build break by eliminating remaining IScenePermissions references - ↵Justin Clarke Casey2008-06-011-3/+1
| | | | | | | | must remember to nant clean * Hook all server startups into base opensim server startup method
* * Updates permission module so that GenericCommunicationPermission returns ↵Teravus Ovares2008-06-011-2/+3
| | | | true. Instant messages, inventory transfers use this.. and it was always returning false.
* * Enable loading of textures in OpenSim archives with load-oar/save-oarJustin Clarke Casey2008-05-311-2/+0
| | | | | | | * 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 :)
* * Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey2008-05-313-3/+35
| | | | | | * No user functionality yet
* * If you check fixed sun, in the estate tools 'terrain tab', the sun will ↵Teravus Ovares2008-05-301-1/+8
| | | | 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)
* * You can set the sun phase via the estate tools now. It doesn't persist ↵Teravus Ovares2008-05-301-15/+16
| | | | across reboots though.
* * Hook up archive loading to load in prim xml dataJustin Clarke Casey2008-05-304-19/+57
| | | | | | * This now has equivalent functionality to load-xml2 - no asset data is restored yet
* * Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey2008-05-303-4/+276
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* * Successfully pick out prims.xml file from archiveJustin Clarke Casey2008-05-304-5/+78
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* * Read all files from tar archiveJustin Clarke Casey2008-05-302-11/+55
| | | | | | * No reload functionality implemented yet
* * Fixed a dangling event hook that I added.Teravus Ovares2008-05-302-6/+67
| | | | | * 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 )
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-304-177/+177
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* * Added helper method to the Sun module to Get the Linden hour based on the ↵Teravus Ovares2008-05-302-1/+18
| | | | 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.
* * Updated sun module to only send sun updates to root agents. Because it ↵Teravus Ovares2008-05-301-3/+54
| | | | was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
* * Caches UUIDName requestsTeravus Ovares2008-05-291-2/+46
| | | | | | * 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.
* * Fixed a slight issue with the LLRAW exporter.Adam Frisby2008-05-282-3/+4
| | | | | | * 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.
* * Minor: Another small log adjustmentJustin Clarke Casey2008-05-281-1/+1
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* * Minor: Log message clean up in archiver codeJustin Clarke Casey2008-05-282-3/+5
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