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* * Enables binary data in BaseHttpServer with 'image' in content type.Teravus Ovares2008-06-161-1/+80
| | | | | | | | | * Enables regular jpeg map images to be served directly from the region. * EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5 * This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes> * The Webmap image location gets printed on the console when the simulator starts up. * JPEG data is cached so we only create the webjpeg once.
* * minor: Get rid of rogue "Current node RootPart" message in the ↵Justin Clarke Casey2008-06-161-2/+0
| | | | SceneObjectGroup
* * Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey2008-06-162-32/+100
| | | | | | | | | | levels * This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use
* * refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey2008-06-164-40/+96
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* * Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey2008-06-163-70/+113
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* * Vintage 2, a good year.Teravus Ovares2008-06-141-4/+6
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* * Fixes: 0001554: r5106 update fails to load on some regions with NullRef ↵Teravus Ovares2008-06-141-0/+20
| | | | error on volume portion of maptile drawing routine.
* * Enables maptile display in grid mode for simulators that are not on the ↵Teravus Ovares2008-06-142-5/+80
| | | | | | | | | same instance. * Only generates a new maptile after a refresh interval * Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary. * Updates RegionInfo, so backup your /bin/Region/*.xml files.
* Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames2008-06-135-59/+30
| | | | hard-coded port numbers.
* * Split the World Map code into a module.Teravus Ovares2008-06-123-3/+243
| | | | | * Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
* * minor: Remove and tidy duplicate 'storing object to scene' messages in logJustin Clarke Casey2008-06-121-1/+3
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* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-126-55/+43
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey2008-06-122-5/+12
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* * Insulate maptile volume draw routine against TextureEntry oddities.Teravus Ovares2008-06-121-14/+28
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* * Added Prim drawing to the mainmap tile generation.. you can see blocks ↵Teravus Ovares2008-06-121-1/+143
| | | | | | | | | representing the prim now on the mainmap. * It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
* For people receiving: Exception: System.ArgumentException: Value of ↵Teravus Ovares2008-06-111-8/+41
| | | | | | | | -2147483648 is not valid for red, I've added the following message; [MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level And, I've also kept it from crashing...
* *Parcel Prim Count Maximums moved to their own functions so modules can ↵mingchen2008-06-116-4/+81
| | | | override the default method of calculating how many prims a parcel can have.
* * Fix the string substitutions in the last commitJustin Clarke Casey2008-06-111-1/+1
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* * From inspecting OSGrid WP logs, it appears one particular client is ↵Justin Clarke Casey2008-06-111-3/+14
| | | | | | | | failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent() * If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-103-46/+23
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* * This completes ObjectDuplicateOnRay.Teravus Ovares2008-06-103-50/+76
| | | | | * In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-091-1/+2
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* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-081-106/+193
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* Added a "if(entity != null)" before the call to Charles Krinke2008-06-081-1/+3
| | | | | | UpdateEntityMovement() to try to preclude the occaisional System.NullReferenceException in scene.
* Potential Fix #1 for 0001392: Shift+Drag now causes an unhandled 'Object ↵mingchen2008-06-072-4/+9
| | | | reference not set to an instance of object' exception
* *Fixing another object counting bugmingchen2008-06-072-4/+4
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* *Made Object Counting correct with linked objects and turned the previously ↵mingchen2008-06-062-14/+18
| | | | protected functions that only return object counts to public so it can be easily used by outside classes.
* * Added Light control from script in LLSetPrimitiveParams.Teravus Ovares2008-06-061-0/+16
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* revert 5028, as this approach to 1 nick per avatar isn't going to work, Sean Dague2008-06-061-21/+8
| | | | | | | however, I think I understand now how to make it work. I just don't want to have this broken for people this weekend.
* experimental IRC changes, because it's friday, and I'm curious if thisSean Dague2008-06-061-8/+21
| | | | | | will work.
* * How tall are you? Certainly not 127 meters!Teravus Ovares2008-06-061-2/+9
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* * true and not true or - not true and not true and.Teravus Ovares2008-06-061-1/+1
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* * This limits avatar to the heightfield height if they teleport or cross a ↵Teravus Ovares2008-06-061-1/+6
| | | | border to a position below it. After teleporting, you can go under the terrain if you like as usual.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-065-27/+129
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Fixes scale property with regards to the physics engine.Teravus Ovares2008-06-061-0/+12
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* Minor formatting cleanup.Jeff Ames2008-06-061-1/+1
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* Mantis#1460. Thank you, CMickeyb for a patch that addresses:Charles Krinke2008-06-051-10/+23
| | | | | | | | I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization. I have two objects in different regions that open remote data channels in the state_entry event. It appears that the state_entry call is executing before the postinitialize method is called in xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
* * This sends collision events to the script engine. Teravus Ovares2008-06-052-13/+211
| | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
* * Don't create ghost prim when rezzing objects from inventoryTeravus Ovares2008-06-051-1/+2
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* Update svn properties.Jeff Ames2008-06-051-25/+25
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* * refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey2008-06-051-5/+5
| | | | | | * 5000 commits in this repository!
* * exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey2008-06-054-13/+34
| | | | | | * Not yet ready for public use
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-054-7/+7
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-043-19/+199
| | | | | | * However, still not actually archiving anything except textures
* Update svn properties.Jeff Ames2008-06-041-129/+129
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* * Start writing out assets metadata file for archiverJustin Clarke Casey2008-06-042-17/+132
| | | | | | * Ignoring it on reload as of yet
* Mantis#1446. Thank you kindly, Grumly57 for a patchCharles Krinke2008-06-041-0/+22
| | | | | that solves "trees are too small when rezzed"
* Mantis#1439. Thank you kindly, Melanie for a patch thatCharles Krinke2008-06-044-1/+53
| | | | | plumbs in the events for on_rez.
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-0412-126/+126
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* * experimental: archive out and reload textures within a prim's inventoryJustin Clarke Casey2008-06-031-0/+9
| | | | | | * no other prim items are archived yet