| Commit message (Collapse) | Author | Files | Lines |
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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reenable)
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
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* Cleaned up ITerrainChannel
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes
* Implemented Export functionality for RAW32 terrain loader
* Implemented Import/Export for SLRAW terrain loader
* Implemented Export for JPEG terrain loader
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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Removed verbose flag, since it doesn't do anything any more.
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** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
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root agent is on the instance and if so, which region the avatar's root agent is in.
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updates (fixed)
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asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
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ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
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Scene.AddXmlRPCHandler being shared).
* Fixed a null ref issue in Scene.Close()
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modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day.
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* New method involves interfaces for
** Terrain Paint Brushes (ie raise brush, lower brush, etc)
** Terrain Flood Brushes (ie raise area, lower area, etc)
** Terrain Effects (ie erosion, etc) [= W.I.P, not committed]
* Provided sample implementation for Raise Paint and Raise Area brushes.
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to shared module fixed.
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boundaries providing they are all located on the same simulator.
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instance is required for the entire simulator, rather than one per region.
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Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini
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an image
* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
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TextureSender
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
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they help with the xfer/grey avatar problems.
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Groups Module, made it shared to save on threads.
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* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender
* Rectifying this is not straightfoward, but this will constitute the next patch.
* This does not explain the memory leak.
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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threads so it will be easier to debug.
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In his own words:
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.
This patch fixes that.
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