| Commit message (Collapse) | Author | Age | Files | Lines |
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the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
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System.NullReferenceException for Linux
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map functionality.
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sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
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the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
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owner issues 'shutdown' on the console.
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Media settings/parcel name are now correctly sent.
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so they only display 'guesses' on the console when you rez a prim.
* any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
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This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
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physics events.
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export a jpg image of the world map covering a 20 X 20 regions area centred on the current active region (ie the one set with change-region). While this should work in grid mode (if using the grid asset server and if my last commit did fix the world map), you might need to call the "export-map" command then wait a little while (60 seconds?) and then call it again so that you make sure the region has got all the texture assets from the asset server.
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grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers.
Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place).
Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza.
A few other changes/fixes.
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Looks like it has nothing to do with childregions - reverting and will
try to debug after the sleep. Sorry for the noise :)
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childagents. The infrastructure is not robust enough to handle it at
this time - so ignore all the MapBlock requests for childagents.
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never stops.
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hover your mouse over prim with the object name, description, ownerid.. etc.
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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OpenSim.ini.example in the bin folder for an example.
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a fixed 30 minute day and the sun going East -> West again. It gets rid of
super noon as well. It's a bit debug heavy right now, which I'll clean up
tomorrow. I also plan to make time progression configurable in OpenSim.ini,
but that will be tomorrow.
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As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
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use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
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Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
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* Shortened type references
* Removed redundant 'this' qualifier
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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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