| Commit message (Collapse) | Author | Age | Files | Lines |
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
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* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
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assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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to be sent to the core application.
* Disabled by default, but has two functions so far -- shutdown (timed or now), and create-region.
* Added SendGeneralAlert function to SceneManager allowing all-user alerts to be sent from OpenSimMain.
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groups. :)
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need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
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still be used, I have added new console commands of "load-xml2" and "save-xml2", if the old versions worked for you then please continue using them (at least for now). The new versions haven't been tested that much, so their format could be subject to change.
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Rookiie and nebadon for laying all the ground work)
Fixed a bug, preventing standalone mode to report neighboring sims correctly
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* You can now send instant messages to any user on the simulator, regardless of what region they are in.
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Bugs 449, 454, 408, 244, 197
implemented InformClientOfNeighbours as an asynchroneous process, handling timeouts without blocking the main thread.
Improved logging of errors, removed catch all in try catch
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did a few weeks ago but never committed (and never completely finished what I had planned).
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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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The functions implemented are:
llListen
llListenControl
llListenRemove
llOpenRemoteDataChannel
llCloseRemoteDataChannel
llRemoteDataReply
The events implemented are:
listen
remote_data
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* Attempted fix for lag/pause when doing lots of updates.
* Some naming fixes to libTerrain.
* Refactored terrain bitmap generation into a common call for both world map and export.
General:
* Switched some calls to Console.WriteLine to use MainLog.Warn/Verbose/Notice.
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intra-instance requests to
* Every Scene has a ClientManager (as every dog it's day) since two scenes can have the same circuit as client.
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* Default Terrain algorithm now produces something slightly less mountainous.
* Fixed lolcat
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numbers for the update call.
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* Fixed a bug where ODE tries to do a physics update for zero frames.
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from per-framecounts to per-second time periods and moving to OpenSim.ini shortly.
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functionality
* Working towards one shared set of services
* Killed off two projects with very little functionality
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* Changed so prims aren't loaded until AFTER parcels.
* The region startup flow is still an ungodly rats nest.
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* Added Close() to ScenePresence to remove and destroy PhysicsActor
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* Also, changed RegionPresence to 'RegionSubscription' - let's just see where we land with this...
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* Deleted stub ScenePresence.Body.cs
* Added stub Region classes
The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
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* Refactored to prepare for some serious restructuring
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* Implemented SceneManager.StopScene() and Scene.Stop()
* Some SimpleApping
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* Refactored some names for clarity
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MakeAvatar and MakeChildAgent respectively
* Removed unused m_child from ClientView
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* 'remove redundant this qualifier' ftw
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multi-region; see bug 410
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