| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
|
|
|
|
|
|
|
|
|
|
|
| |
<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
|
|
|
|
| |
in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
|
|
|
|
|
|
|
|
|
| |
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
|
|
|
| |
This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
|
|
|
|
|
|
|
| |
desintation sim has no active script engines.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
|
|
|
|
| |
modules command in OpenSim.cs now shows both shared modules and region modules.
|
|
|
|
|
|
|
| |
removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
in last week
also changes one log message to print out full exception stack trace on both mono/.net instead of just .net
|
|
|
|
| |
didn't get the authentication server to work and my brain is about to fizzle out my ears
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
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.
|
| |
|
|\
| |
| |
| | |
This brings presence-refactor up to master again
|
| |
| |
| |
| | |
instead of void
|
| | |
|
|/ |
|
|
|
|
| |
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
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
neighbours in the grid service modules.
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
|
| |
Fixes Mantis #9520
|
| |
|
|
|
|
| |
greater than 0.
|
| |
|
|
|
|
|
|
| |
Opensim.ini to take force
|
|
|
|
|
|
| |
dropping.
|
| |
|
|
|
|
| |
added
|
|
|
|
| |
before ICommander times
|
|
|
|
|
|
|
|
| |
- 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...
|
|
|
|
|
|
| |
* This is always available at Scene.CommsManager.AssetCache
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
* 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
|
|
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!
|