| Commit message (Collapse) | Author | Age | Files | Lines |
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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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* Killed off 'parent' relation from LocalUserServices to CommunicationsLocal
* Deleted obsolete project InventoryServiceBase
* Deleted superfluous createCol function
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* Changed so prims aren't loaded until AFTER parcels.
* The region startup flow is still an ungodly rats nest.
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* Refactored to prepare for some serious restructuring
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* Implemented SceneManager.StopScene() and Scene.Stop()
* Some SimpleApping
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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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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sqlite) and for its user database (default DB4o). Currently changing the user plugin to MySql should work (if you have MySql setup (should be same as for grid mode). There is also a MySql provider for the inventory but not 100% certain if that is finished and functional (will need to check with Adam on that).
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can now be set from the .INI file for standalone mode (change the standalone_welcome = "Welcome to OpenSim" line).
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change "standalone_authenticate = false" to be true in OpenSim.ini. Then as per grid mode, you can use the "create user" command to create new accounts.
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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.
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* Minor shape koncept experiments
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* NetworkServersInfo settable without config file
* DefaultHomeLoc throws if getted before setted
* Removed nonsensical sandbox distinction
* Refactored default config file creation
* Some more small refactorings on shapes
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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 LineInfo stacktrace parser to LogBase (not used yet though)
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* Added Some ShapeTypes (shapes doesn't work though!)
* Fixed some \0 issues
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* Refactored a lot of m_* and public -> wrappers
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* Still has some weird bug in SimpleApp though.
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hard coded var vs lots of use of "127.0.0.1")
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*Added missing files (I hope)
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*Made the Parcel class its own file and moved the Parcel and LandManager into their own folder in Environment
*Some renaming might need to be done so the Parcel class doesn't have issues with the libsecondlife Parcel class, but Land doesn't seem right.
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* Renamed PhysicsManager to PhysicsPluginManager because it is.
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*Added "RemoveEntity" and renamed "AddNewEntity" to "AddEntity"
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*Added support for selected prims (does not yet support prims being sat on)
*Added support for listing avatars with prims on parcel with their prim count
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simpleApp), to try out a basic test npc character(/class).
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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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primitive now has its own event (OnPrimCountTainted) that ParcelManager subscribes to.
Removed some unused code from SimpleApp.
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events in EventManager
*Prim count and sim-wide prim count correctly reflect object bonus multiplier
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* Removed SceneObject references to RegionHandle, ParcelManager, EventManager as they are public on Scene
* Moved PulseScript behaviour into MySceneObject
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