| Commit message (Collapse) | Author | Files | Lines |
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* Added a form of GZip compression support to object.xml files produced by exportserialiser. Will look towards standard GZip support. File compression seems to be highly worthwhile reducing a 1.5mb sim state to 62kb.
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(this took a while to run).
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* Fixed a variety of code quality issues. (Yes, I've found ReSharper.)
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the ExportSerialisationModule.
* This now outputs properly indented XML, that is sorted before construction. This produces a file which proper .diffs can be generated from - the end result being smaller more compact revisions when saving to SVN.
* Files are a little heavy still however, compression looks like a good method for packing sim-states for transport outside of SVN. Zip seems to be a good candidate and is on the TODO.
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* This fixes chi11ken's/OpenViewer's libsl cap issue.
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revision.
* TODO: Specific revision support.
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accordingly in Scene.
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* See OpenSim.ini.example settings for how to use
* Only compatible with svn:// and http:// authentication for the moment (and only using simple authentication). SSL/SSH key support is supported by the library used (SvnDotNet), but is not yet supported in OpenSim.
* Use the command "svn save" to make a copy of your regions to SVN. Presently this is not an automatic process, but such a feature is on the todo list.
* It will in your repository create a subdirectory for each region with the regions UUID, inside there it will create a 'terrain load' compatible 'heightmap.r32', and a load-xml2 compatible 'objects.xml' plus information files.
* Untested on Linux, some compatibility work may be needed by Linux peoples. The dependencies will be the same as for SvnDotNet which is supposedly mono-compatible.
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This is a module which allows you to periodically export a serialised version of your region to a SVN repository and store it there. It is still a work in progress and is currently disabled and incomplete, but some of the functionality is demonstratable.
* Enjoy.
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Chris! (Tweaked slightly so avatar don't end up underground).
* Removed some testing notices I had in there that were obnoxious.
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* Implements 'Teleport Home'
* User Server has to be updated for it to save your home in grid mode
* home position accuracy is in int because the grid comms ExpectUser method tries to convert to Uint and crashes if it gets a float. Added a convert to decimal in ExpectUser but to avoid a breaking change with old revisions, kept the save value in int for now. Eventually it needs to be a float, but lets release another incremental version before doing that.
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ansgar and i have been working on an asterisk voice module that will allow
us to couple opensim with an asterisk VoIP gateway.
the patch below consists of
* AsteriskVoiceModule region module: alternative to the plain-vanilla
VoiceModule, will make XmlRpc calls out to an asterisk-opensim
frontend
* asterisk-opensim.py frontend, living in share/python/asterisk, takes
XmlRpc calls from the AsteriskVoiceModule
* account_update: to update/create a new SIP account (on
ProvisionVoiceAccountRequest)
* region_update: to update/create a new "region" conference call
(on ParcelVoiceInfo)
* a asterisk-opensim test client, living in share/python/asterisk, to
exercise astersik-opensim.py
this still does not give us voice in OpenSim, but it's another step on
this path...
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SerialiseObjects.cs
* Cleaned up using tags on SerialiseTerrain.cs
* Minor tweaks to ExportSerialisationModule.cs
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* Fixes an estate naming issue
* Fixes a land issue with the landobject not reporting the proper parcel prim.
* A few other tweaks.
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will be worked on more over the next few days. Undocumented/trusted. Use at own risk, etc etc.
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* Renamed ITerrainTemp to IMapImageGenerator
* Renamed WriteJpegImage to WriteJpeg2000Image to better reflect it's function.
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* Added license info to a few files it was missing from.
* Fleshed out the landbuy interfaces
* If you add '-helperuri http://127.0.0.1:9000/' to your list of parameters you tell the client to use when you start it up you can transfer ownership of parcels now in standalone. Structured gridmode requires a lot more work, see the documentation in the example money module. The example money module is not secure especially in standalone mode.
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not all of them (like it was doing before)
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when they were.
* A few things for testing.
* This makes a modification to the region registration with the grid server so that the region can send it a chosen password to identify itself. It will not cause any errors, if either one are not updated.
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* Fixed a range issue in the GenericSystemDrawing saving mechanism.
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image. As MapImageModule is of unknown use, this may or may not be reflected on the world map. See the ShadeBuildings function in MapImageModule for reference.
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you when your friends come online if they're at least a child agent on the sim. offline status works the same also. So does Instant Message.
* This is until Grid Comms matures a bit more on this.
* This should also work in Standalone as it uses the IUserData interface.
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actually a little more work than I expected given the copious
use of out params.
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* Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule.
* Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information.
* This also fleshes out the Economy API a bit more.
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* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
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item giving
* Now you can drag an object from your inventory and give it to another avatar
* !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it)
* Also, items for the receiving end up in their root folder rather than the objects folder
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* Added MapImageModule for handling world-map
* Added new DefaultTerrainGenerator.cs
* Added BMP loader
* Added GIF loader
* Added PNG loader
* Added TIFF loader
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* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
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* This patch removes voice code into a region module. This required the implementation of events and other code to allow region modules to register their own caps handlers, and should allow different voice module implementations.
* CAVEAT: This does not provide complete voice support, it merely provides the hooks so that it can be plugged in.
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isn't useable yet
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terrain as default seems better than the messed up terrain I was getting.
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needs to be updated still.
* Adding some XMPP stuff that's incomplete.
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the console would not cause the terrain to be saved to the Scene. (Mantis #845)
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Commander with the scene (whoops).
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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