| Commit message (Collapse) | Author | Age | Files | Lines |
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are in.
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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with namespaces.
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* Written some unit tests for Terrain Module as an example.
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* Attached.
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directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.)
* This should be moved into a seperate project file.
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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* Interfaces and methods have been defined for basic operation, however a replacement grid module is required to share region URIs with neighbours for this module to work.
* Tackling that next.
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it more seriously.(or someone else does). It prints a 'Unable to enumerate' message on the console.. so it won't be forgotten.
It isn't critical data atm though.
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Thanks Dee100!
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* From reading the code, the cause must be that a 'show objects on my parcel' is performed when there are objects belonging to more than 32 people
* I'm not sure why there is a hardcoded 32 limit but I'm leaving it in place for now. I don't regard this mantis as resolved.
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determine which file extension this loader is capable of handling.
* Added ITerrainLoader import capability to Terrain Plugins module - this allows you to write new terrain format plugins without modifying the terrain module directly.
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implementations. Thanks Melanie!
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Please adjust your editors to not use hard tabs.
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the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie!
* Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
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too many other debug messages.
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Attached is a patch for adding the llGetSunDirection functionality. It was implemented by adding a parameter to estate settings for storing the sun position. The sun position is calculated and stored via the sun module everytime the client's sun position is updated. It was tested with several different srcipts on Linux and Windows
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some exceptional code ;-) i've added TerrainException and have modified
TerrainModule to now throw TerrainExceptions.
cheers,
dr scofield
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as terrain module extensions. Committing sample plugin library.
* prebuild.xml changes.
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the attached patch set is centered around RemoteAdminPlugin and focuses
mainly on making it more robust (i.e. more parameter checking and better
error reporting) but also we've re-implemented the LoadTerrain stuff that
got disabled during the terrain code reworking:
* missing PostInitialize() calls on region modules that were loaded
for regions created via RemoteAdmin's CreateRegion XmlRpc call
* re-implements RemoteAdmin's LoadTerrain XmlRpc call (probably lost
during the TerrainModule rework)
* adds lots more parameter checking and error reporting to RemoteAdmin
* adds a read-only property to RegionApplicationBase so that we can
access the CommsManager
* adds Exceptions to TerrainModule so that we get better error case
feedback (and can report more meaningful errors in turn)
* adds a CheckForTerrainUpdate() call to
TerrainModule.LoadFromFile() to make terrain changes effective
* adds TryGetCurrentScene(LLUUID) to SceneManager so that we can
retrieve Scenes not only by name but also by LLUUID
cheers,
dr scofield
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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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