| Commit message (Collapse) | Author | Files | Lines |
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in last week
also changes one log message to print out full exception stack trace on both mono/.net instead of just .net
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didn't get the authentication server to work and my brain is about to fizzle out my ears
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So, something like
load iar Justin Clark-Casey / PASSWORD http://justincc.org/downloads/iars/my-great-items.iar
Will load my IAR directly from the web.
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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instead of void
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The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
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inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
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disconnects
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
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neighbours in the grid service modules.
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LICENSE.txt.
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Fixes Mantis #9520
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greater than 0.
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Opensim.ini to take force
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dropping.
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added
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before ICommander times
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- Change several classes to use the new plugin for handling of region-modules
(NOTE: No regionmodule is using this yet)
- Add necessary prebuild parts (don't forget to runprebuild)
Attention: Work in progress. This shouldn't break anything, but you never know...
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* This is always available at Scene.CommsManager.AssetCache
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interface. Shared modules will now only get added once, so the command
handler is called once per module, not once per scene. Removal of scenes
has no adverse effects. Nonshared modules will be called for each scene.
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These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
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line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
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* So at the moment once can type 'help terrain fill' as well as 'terrain fill help'
* Current implementation is a transient hack that should be tidied up soon
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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the information twice
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the large number of different things that Scene does
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* No functional changes in this revision
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Adds missing protocol pieces for EstablishAgentCommunication
event which allows the client to activate CAPS and the EQ for
child agents.
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prevent adjacent sims from using identical Local IDs for the attachment
Thanks to Mana Janus (Hippo Viewer) for providing the crucial bit of
information, namely that, due to a bug in the viewer, adjacent sims can't
use the same local ids.
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no longer sets everything up properly
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the internals of the permissions module adapter sane
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connection (though not yet an actual ScenePresence)
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it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
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* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
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* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
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get through after the malformed ones have been sent
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* Temporarily disabled assert because it just picked up an existing bug. Yay for tests!
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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