| Commit message (Collapse) | Author | Age | Files | Lines |
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PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
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* fixed 'users' console command
* minor refactorings
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were reversed.
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folder or anything so there is at the moment no way to recover deleted objects.
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you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon.
We also need better clothing for the new ruth and to edit the body shape.
To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
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* Other viewers in the sim will see updates no more than once every 5 seconds.
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coords directly.
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server/service, userprofile cache, inventory handling. (non of it is enabled yet (or at least it shouldn't be).
* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first]
* Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll.
This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
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* Added capability to support minimum/maximum terrain limits (from the last 'bake')
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modules (eg "client", "grid", "terrain", "storage", etc)
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/ 5.0. (5 seconds = raise one brush radius)
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*Made the Parcel class its own file and moved the Parcel and LandManager into their own folder in Environment
*Some renaming might need to be done so the Parcel class doesn't have issues with the libsecondlife Parcel class, but Land doesn't seem right.
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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simpleApp), to try out a basic test npc character(/class).
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have a direct reference to the UDP/Packet server's clientmanager, instead it should send all data through the ScenePresences.
For those functions that was using the clientManager's foreachClient(delegate) method, there is now a ForEachScenePresence(delegate) in scene.
This change helps with the decoupling of client packet functions from the scene functions.
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Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
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InstantMessages will no longer crash the server. But they still aren't really working correctly, you can't type replies to received messages.
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login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now).
Also trying to look at the map in grid mode will crash the server.
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Disabled CAPS asset uploading as it seems it now crashes the server.
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could be done so. In practice, more work needs to be done.
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server, ideally using a known scalable infrastructure.
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and rotations should now be correct (for both groups and on editing individuals of a group). Resizing still needs work.
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updated Axiom.MathLib.dll.
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* added some licensing info
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progress as is all). Committing now as I've finished for the night and will be continued tomorrow.
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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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*Some folder renaming to follow project Name
*Updated prebuild.xml
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