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* Added support for terrain map to be serialised to xml(as base64 binary). ↵MW2008-06-254-5/+78
| | | | | | | | useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented) Add util functions to compress and uncompress strings. Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
* Minor formatting cleanup.Jeff Ames2008-06-251-4/+1
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* Mantis#1569. Thank you kindly, Nebadon for a patch thatCharles Krinke2008-06-231-2/+2
| | | | | | | addresses: Rotation of terrains varies between all the formats, Raw and R32 seem to be the same, while PNG, JPG, BMP all seem to be rotated 180 degrees different.
* * Remove all use of asset.InvType, as outlined in mailing list discussionJustin Clarke Casey2008-06-232-4/+0
| | | | | | * This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
* * archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey2008-06-214-65/+41
| | | | | | | | single large file * this is being done for reasons of compositionality
* * refactor: Making some of the serialization names consistent, both within ↵Justin Clarke Casey2008-06-214-21/+52
| | | | | | | | their pairings and with the others * This does make some of the names less ideal than others - this should change in the future
* * Remove redundant <scene> tag from individual object xml representationJustin Clarke Casey2008-06-211-7/+19
| | | | | | | | | * 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.
* * Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey2008-06-212-0/+16
| | | | | | | | client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
* * minor: start saving current prims xml to an objects/ directory in the archiveJustin Clarke Casey2008-06-211-1/+1
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* * Adds Region ban capability to Regions. You access this by going to ↵Teravus Ovares2008-06-212-1/+90
| | | | | | | | 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.
* Mantis#1543. Thank you kindly, Jonc for a patch that:Charles Krinke2008-06-192-4/+81
| | | | | | Implements terrain bake from Region/Estate dialog and respects estate settings during terraforming
* * Refactors call to OutPacket out of AssetCache and into LLClientViewTeravus Ovares2008-06-181-0/+4
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* revert 5134. Changing these bitmaps to 24bit just breaks things, and they ↵Sean Dague2008-06-182-2/+2
| | | | | | | | never display on the client.
* Minor formatting cleanup.Jeff Ames2008-06-182-27/+27
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* make neb happy. I found where we initialized the dynamic textures toSean Dague2008-06-182-2/+2
| | | | | | 32bit images and changed them to 24bit images.
* change the default drawing font from Times -> Arial, asSean Dague2008-06-181-4/+12
| | | | | | | | san serif fonts are a bit easier on the eyes on textures. Add a new "FontName" attribute that can be used to override the font type.
* tweak dynamic texture stuff after the meeting today. This shouldSean Dague2008-06-171-1/+7
| | | | | | | now preserve the bulk of the texture attributes, and force on full bright. Not tested yet, but shouldn't bother most people.
* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-32/+1
| | | | | | | | | | 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
* * refactor: Remove largely duplicate code from ↵Justin Clarke Casey2008-06-171-25/+1
| | | | SceneXmlLoader.CreatePrimFromXml2()
* Update svn properties.Jeff Ames2008-06-172-187/+187
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* * Increase WEBMAP tile jpeg quality.Teravus Ovares2008-06-171-1/+29
| | | | | * I'm not sure if this method works on Linux.. but I guess I'll find out :P
* * Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey2008-06-161-3/+8
| | | | default texture as well as its face textures
* * Enables binary data in BaseHttpServer with 'image' in content type.Teravus Ovares2008-06-161-1/+80
| | | | | | | | | * 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.
* * Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey2008-06-161-31/+99
| | | | | | | | | | 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
* * refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey2008-06-164-40/+96
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* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-162-68/+111
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* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-141-1/+3
| | | | | | | | | 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.
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-132-5/+5
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-121-0/+239
| | | | | * 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).
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+2
| | | | | | | | | 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
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-121-3/+10
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* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-114-4/+69
| | | | override the default method of calculating how many prims a parcel can have.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-102-13/+12
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* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-071-3/+9
| | | | reference not set to an instance of object' exception
* revert 5028, as this approach to 1 nick per avatar isn't going to work, Sean Dague2008-06-061-21/+8
| | | | | | | however, I think I understand now how to make it work. I just don't want to have this broken for people this weekend.
* experimental IRC changes, because it's friday, and I'm curious if thisSean Dague2008-06-061-8/+21
| | | | | | will work.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-061-0/+1
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Mantis#1460. Thank you, CMickeyb for a patch that addresses:Charles Krinke2008-06-051-10/+23
| | | | | | | | I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization. I have two objects in different regions that open remote data channels in the state_entry event. It appears that the state_entry call is executing before the postinitialize method is called in xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
* Update svn properties.Jeff Ames2008-06-051-25/+25
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* * refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey2008-06-051-5/+5
| | | | | | * 5000 commits in this repository!
* * exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey2008-06-054-13/+34
| | | | | | * Not yet ready for public use
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-054-7/+7
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-043-19/+199
| | | | | | * However, still not actually archiving anything except textures
* Update svn properties.Jeff Ames2008-06-041-129/+129
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* * Start writing out assets metadata file for archiverJustin Clarke Casey2008-06-042-17/+132
| | | | | | * Ignoring it on reload as of yet
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-048-115/+115
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* * experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey2008-06-031-0/+9
| | | | | | * no other prim items are archived yet
* * Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey2008-06-033-6/+5
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* * This should fix presence issues.Teravus Ovares2008-06-031-2/+7
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* * experimental: Once we've received all the required assets from the asset ↵Justin Clarke Casey2008-06-021-1/+13
| | | | service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)