| Commit message (Collapse) | Author | Age | Files | Lines |
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hover your mouse over prim with the object name, description, ownerid.. etc.
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next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
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and alpha argument of the llSetText command.
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it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
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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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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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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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effect anything).
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to be temporary.
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* Moved InventoryData to Framework.Types/InventoryItemBase.cs
* Moved UserData to Framework.Interfaces/IUserData.cs
* Moved UserProfileData to Framework/Types/UserProfileData.cs
* Deleted ass-backwards Framework dependency on Framework.Data (now it's the other way round)
* Changed some namespaces to reflect file structure
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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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* 'remove redundant this qualifier' ftw
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* Removed unused BackUp method on EntityBase
* Added overridable InSceneBackup property on SceneObjectGroup
* Refactored out AttachToBackup and DetachFromBackup
* Normalized namespace OpenSim.DataStore.MonoSqliteStorage to OpenSim.DataStore.MonoSqlite
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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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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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adding a limit of the number of prim update packets sent in each update loop).
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should equal project and directory.
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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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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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so removed one of them.
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border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon).
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than moved into there.
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Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it).
When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
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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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can get ref to the SceneObjectPart/ IScriptHost.
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scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts.
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