| Commit message (Collapse) | Author | Age | Files | Lines |
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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reenable)
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
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* Cleaned up ITerrainChannel
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes
* Implemented Export functionality for RAW32 terrain loader
* Implemented Import/Export for SLRAW terrain loader
* Implemented Export for JPEG terrain loader
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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instances to prevent event race conditions
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* Minor work towards abstracting terrain.
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* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
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card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
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notice of doom
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working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
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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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named region/scene.
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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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* 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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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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* Also, changed RegionPresence to 'RegionSubscription' - let's just see where we land with this...
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* 'remove redundant this qualifier' ftw
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access it).
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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projects combined, all 'never used' things)
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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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* Added OnShutdown event to EventManager (to be used to perform cleanups, etc)
* Fixed another compiler warning.
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to move to StorageManager.
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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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instead - w00t!
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* added some licensing info
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* added reference server-side addnewprim prototype to Scene - not implementet yet though.
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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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* Updated SimpleApp with various introduced dependencies
* Extracted ScenePrescence creation in Scene
* removed try-catchall from UserManagerBase (that actually hid a bug)
* Refactored RegionInfo
* handle is calculated
* it will explode upon accessing x,y,ip,port,externalip if not explicitly initialized
* Removed superfluous 'ref' keywords
* Removed a shitload of 'catch Exception e' that causes build warnings
* Lots of small refactorings, renames et c
* Ignored some bins
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*Some folder renaming to follow project Name
*Updated prebuild.xml
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