| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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