| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
* This fixes chi11ken's/OpenViewer's libsl cap issue.
|
|
|
|
|
|
|
| |
revision.
* TODO: Specific revision support.
|
|
|
|
| |
accordingly in Scene.
|
|
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
Chris! (Tweaked slightly so avatar don't end up underground).
* Removed some testing notices I had in there that were obnoxious.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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...
|
| |
|
|
|
|
|
|
|
|
| |
SerialiseObjects.cs
* Cleaned up using tags on SerialiseTerrain.cs
* Minor tweaks to ExportSerialisationModule.cs
|
|
|
|
|
|
|
|
| |
* Fixes an estate naming issue
* Fixes a land issue with the landobject not reporting the proper parcel prim.
* A few other tweaks.
|
|
|
|
| |
will be worked on more over the next few days. Undocumented/trusted. Use at own risk, etc etc.
|
|
|
|
|
|
| |
* Renamed ITerrainTemp to IMapImageGenerator
* Renamed WriteJpegImage to WriteJpeg2000Image to better reflect it's function.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
| |
not all of them (like it was doing before)
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
* Fixed a range issue in the GenericSystemDrawing saving mechanism.
|
| |
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
| |
actually a little more work than I expected given the copious
use of out params.
|
| |
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
| |
* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Added MapImageModule for handling world-map
* Added new DefaultTerrainGenerator.cs
* Added BMP loader
* Added GIF loader
* Added PNG loader
* Added TIFF loader
|
|
|
|
|
|
| |
* Includes patch #894 fixes for terrain load-tile
* Large number of other terrain fixes and new commands included.
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
| |
isn't useable yet
|
| |
|
|
|
|
| |
terrain as default seems better than the messed up terrain I was getting.
|
|
|
|
|
|
|
| |
needs to be updated still.
* Adding some XMPP stuff that's incomplete.
|
| |
|
|
|
|
| |
the console would not cause the terrain to be saved to the Scene. (Mantis #845)
|
| |
|
|
|
|
| |
Commander with the scene (whoops).
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
|
| |
sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch implements llMessageLinked.
I had to make a change to llGetLinkNumber to return m_host.LinkNum + 1 for
link sets of more than 1 prim, or 0 for a single object, since according
to:
http://rpgstats.com/wiki/index.php?title=LlMessageLinked
linksets with 2 or more prims start the link numbering at 1, but a single
prims link number is 0.
|
| |
|
|
|
|
|
|
|
| |
MySQLDatabaseMapper could be removed from Region.Environment.
Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
|
|
|
|
|
|
|
| |
Framework.Data.Base
We REALLY need to get the db layer sorted soon...
|