| Commit message (Collapse) | Author | Age | Files | Lines |
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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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with 'root'
* Removed some duplicated commands
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So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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collision (ODE)
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ObjectFlags by hand
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set the active region as the one you want. Then use "edit-scale <primitivename> <xvalue> <yvalue> <zvalue>" so a example is "edit-scale myprimitive 30.0 25.0 35.0" [ Note the primitive name can't have spaces in it. Also if there is more than one primitive with that name in the region, then it will edit the first one it finds. Also it currently doesn't search through the sub primitives of linked groups. So the primitive needs to be either a single primitive object or the root prim of a group. ]
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"modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having.
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance.
Some early work to prepare for improving the way clients are updated (about prims etc).
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adding a limit of the number of prim update packets sent in each update loop).
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forces the region to send updates of all the prims to all clients. Not sure how well this is going to work with a few users on at the same time, but it might work as a temporary hack to relieve the problem of missing prims.
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Added AddDynamicTextureData() to DynamicTextureModule, so that a script (or another module even) can create a dynamic texture by passing a string with the data in, rather than a url. This could be used for anything from a script passing a basic text string (and having it rendered to a texture) or the script building its own html document.
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"change-region .." to change back to root level. [Would be nice if the command prompt changed to show what the current region was, but think that will need changes to the console code so for now it will have to stay as it is].
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loaded "shared modules" (modules instances that are shared by multiple regions) or if a region is set then will display the list of local modules loaded in that region.
Can now use "show users" when a region is set, to have a list of users in just that region displayed.
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Fixed it so that change-region gives some feedback to show if its worked (found the region) or not.
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives].
A few other minor changes.
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should equal project and directory.
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separate module: OpenSim.Region.ExtensionsScriptModule (named as such because the purpose of it is to script server extensions, rather than "user scripting" like Tedd's engine.)
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Added preliminary IRegionModule interface.
Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way.
Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule.
Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular.
Stopped Child agents showing up as part of the "show users" command.
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the httpListener port.
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Deleted the GridInterfaces projects, and for now moved the old local asset server into Framework.Communications, as we prepare to rewrite the asset cache and asset server.
Deleted Framework.manager as I am sure this is no longer in use.
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Implemented a few ll Functions, llSetObjectName llGetObjectName, llLoadURL (all currently untested).
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the assetcache and asset server).
Attempt to fix bug # 326. (crashing when using save-xml and hollow prims)
Attempt to fix bug # 328 (limit of 50 items in a folder)
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Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
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attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today).
Rotation of a root prim also now updates the physics engine.
So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer).
[of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
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this is set when registering the prims with the physics engine.
Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.)
As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
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Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
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script in a primitive is deleted.
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