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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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multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway.
Added llGetOwner function, and tested the ll functions that I added in last commit.
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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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People will need to blow away their databases after this point.
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separate method), so that I could add a new CLI command of "command-script <fileName>", so that as well as the startup command script still being processed on startup. A user can create other command scripts and use the single command ("command-script <filename>") to run them at any time. Could be useful for trying out various configurations etc.
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teleported into another region.
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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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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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fired likewise. Bugfixes coming in next commit.
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can get ref to the SceneObjectPart/ IScriptHost.
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them in database.
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Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
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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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subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive.
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either you or another user has crossed from one region to another. (however a avatar's appearance isn't kept across regions, but we need to add that to inter-regions communications so for now people will have to put up with some other user's avatars appearing as the bald(ish) fat man
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the new group can be stored correctly.
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someone let me know) and the rotations are kept. [Now just need to fix the editing (rotation and position) of individual prims of a group]
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tools are now connected up and its now just a case of doing some bug fixing.
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stupid little one line bugs that was so much fun to track down that I decided to spend a few hours on it)
Linking groups should now work better than it did, but still a bit of work to do on getting the rotations of all the parts after linking right.
Added part of dalien's #301 patch (xml loading/saving related parts with some small changes)
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from the opensim.ini file. Just add a line to the Startup section like : serverside_object_permissions = true
Changes /editing that are made to clothing/ body parts in your inventory should now be saved between logins/ restarts.
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to be read.
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sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
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go to, instead of the default 128,128
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Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
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* Changed how Script accesses World
* Implemented llSay, llWhisper and llShout
* Added SetText() to IScriptHost, implemented llText
* Minor renamings to conform with code conventions
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with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new).
When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.
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* This meant introducing AbsolutePosition on all objects (since SimChat wants that)
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if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
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* Added prototypical MoneyBalance support
* Finalized konceptual touch wiring
* Turned SimpleApp into a tedious harvesting game.
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and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]
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* SimpleApp now featuring spinning box with spinning parts.
* Damn. That's cool.
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