| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
* SimpleApp now featuring spinning box with spinning parts.
* Damn. That's cool.
|
| |
|
| |
|
|
|
|
| |
change and improve how we handle caps.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
other peoples objects) if you have permission to do so.
* Moved OnPermissionError to EventManager - now triggers a standard blue alert.
* Terraforming now requires permission via the permissions manager. [Defaults to admin-only]
* Permissions manager is now substantiated in Scene
* Buttload of new permissions added.
* Estate manager operations now require various levels of permission to operate
* OGS1 now produces 'summary reports' for a commsManager of each scene it maintains connections for. Reduces grid network traffic for ping checks.
* Added new "permissions true" / "permissions false" console command to enable or disable permissions.
|
|
|
|
| |
still see the messages next to the items of no copy or whatever, but they shouldn't stop you doing thing like reading etc)
|
|
|
|
| |
access it).
|
|
|
|
|
| |
Although there seems to sometimes be a problem of when you login again, old notecards and scripts will have their permissions messed up and you won't be able to even view their text. This seems to be related to the client's cache, and if you clear your client's cache, on the next login they should be fine again. [I have a couple of ideas about what might be causing this so hopefully will have it fixed soon.]
|
|
|
|
| |
from the create menu in the inventory window. Although currently you can't update/edit them (and have those changes saved).
|
|
|
|
|
|
|
| |
stored in the inventory database and you will still have that texture in inventory on later logins (Again only in standalone mode with authentication.)
Also there might be some problems if you upload textures in other regions to the start one (due to us not updating the CAPS url properly).
|
| |
|
|
|
|
|
|
|
| |
them be stored in database (so are there on next login). Again only works in standalone mode with Account/password authentication turned on. [Creating new inventory items should be working very soon.]
The test is to make sure that it hasn't broke grid mode at all.
|
|
|
|
|
|
|
|
| |
standalone mode and using sqlite).
In standalone mode, if you have account authenticate turned on (setting in opensim.ini) then when you create a new account, a set of inventory is created for that account and stored in database (currently only a set of empty folders). Then during login the database is search for that set and sent to the client in the login response.
More functions will be added soon, like creating new folders (and a bit later items) from the client inventory window.
|
|
|
|
| |
now works, but llSay only outputs to server console.
|
| |
|
|
|
|
| |
subscribe to.
|
| |
|
| |
|
| |
|
|
|
|
| |
member SceneObjectParts.
|
|
|
|
|
|
|
| |
the root prim of the child group will actually get linked, working on linking the rest now).
Multiple prim groups are now stored in the sqlite database and are reloaded correctly.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution.
Also some config changes:
OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists).
Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll).
So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
|
| |
|
|
|
|
| |
change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
|
| |
|
| |
|
|
|
|
|
|
| |
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
|
|
|
|
| |
of enabling the new SceneObject classes.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
things are kept in sync.
|
|
|
|
|
| |
* fixed 'show users' format bug.
|
|
|
|
|
| |
* passing on NotImplemented from Update()
|
|
|
|
|
|
|
| |
* fixed 'users' console command
* minor refactorings
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* Removed unused SendPrimitiveToClient that didn't have rot.
|
|
|
|
|
|
|
| |
Now using the Nini configuration library (suggest we look into using this for the rest of our config handling, as it provides a standard interface for command line args, INI files, Xml files, .NET config files, and windows registry).
One IMPORTANT change is that to TO START GRIDMODE , you need to now use -gridmode=true .
Also need someone to test it under mono. (there is a dll that has been compiled under mono available, just hoping that we don't have to deal with separate dlls for windows and linux.
|
| |
|
| |
|
|
|
|
| |
but general functionality has been abstracted.
|
|
|
|
| |
handling into ClientView.
|
|
|
|
|
| |
More tuning of regioncrossing variables. I made tolerances a little too tight with the last patch.
|
|
|
|
|
|
|
| |
OpenSim/Region/Environment/Scenes/ScenePresence.cs
Fix for array out-of-bounds error in basicphysics.
|
| |
|