| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
|
|
|
|
|
|
|
|
| |
single large file
* this is being done for reasons of compositionality
|
|
|
|
|
|
|
|
| |
their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
|
|
|
|
|
|
|
|
|
| |
* WARNING: Until both regions upgrade to this revision, prim crossings from regions on this revision to earlier region revisions will not work properly
* e.g. in the attachments cases, the attachments will remain visible but won't be individually detachable
* This change may seem to have more costs than benefits, but I'm doing it because I can soon reuse this changed existing code in another context - it seems better not to
proliferate similar but slightly different xml serializations.
|
|
|
|
|
|
|
|
| |
client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
|
| |
|
|
|
|
|
|
|
|
| |
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
|
|
|
|
|
|
| |
Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
SceneXmlLoader.CreatePrimFromXml2()
|
| |
|
|
|
|
|
| |
* I'm not sure if this method works on Linux.. but I guess I'll find out :P
|
|
|
|
| |
default texture as well as its face textures
|
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
hard-coded port numbers.
|
|
|
|
|
| |
* 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).
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
override the default method of calculating how many prims a parcel can have.
|
| |
|
|
|
|
| |
reference not set to an instance of object' exception
|
|
|
|
|
|
|
| |
interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
|
| |
|
|
|
|
|
|
| |
* 5000 commits in this repository!
|
|
|
|
|
|
| |
* Not yet ready for public use
|
| |
|
|
|
|
|
|
| |
* However, still not actually archiving anything except textures
|
| |
|
|
|
|
|
|
| |
* Ignoring it on reload as of yet
|
| |
|
|
|
|
|
|
| |
* no other prim items are archived yet
|
| |
|
|
|
|
| |
service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
|
|
|
|
| |
not all faces have the same texture
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
must remember to nant clean
* Hook all server startups into base opensim server startup method
|
|
|
|
| |
true. Instant messages, inventory transfers use this.. and it was always returning false.
|
|
|
|
|
|
|
| |
* 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 :)
|
|
|
|
|
|
| |
* No user functionality yet
|
|
|
|
| |
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)
|
|
|
|
| |
across reboots though.
|
|
|
|
|
|
| |
* This now has equivalent functionality to load-xml2 - no asset data is restored yet
|
| |
|