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2008-03-09* New terrainmodule paint brush "Olsen Erosion"Adam Frisby2-0/+224
* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf) * Replaces the 'flatten' brush when 'newbrushes' is enabled.
2008-03-09Linux Compile error if Color is compared against null. Documentation for ↵Teravus Ovares1-3/+8
System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out
2008-03-09Update svn properties.Jeff Ames3-378/+378
2008-03-08* Small optimisation on Weathering paint brush.Adam Frisby2-4/+14
* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
2008-03-08* Applying Mantis #737 - Fix for Terragen loader. Thanks Jonc.Adam Frisby1-2/+1
2008-03-08Remove two warnings with unused variables.Charles Krinke1-2/+0
2008-03-08* Added Thermal Weathering paint brush to Terrain Module.Adam Frisby1-0/+243
2008-03-08Thank you very much, Ldviopeng for :Charles Krinke1-3/+54
Patch to implement the following LSL functions: llGetObjectPermMask() llSetObjectPermMask()
2008-03-08Added new drawing command "PenColour", with format "PenColour <colourname>;" ↵MW1-1/+12
colour name can be any of the predefined .net System.Drawing.Color names.
2008-03-08* Slight tweak for the above.Adam Frisby1-0/+1
2008-03-08* By popular demand, implemented "script terrain fill <val>"Adam Frisby1-0/+6
2008-03-08Added Frist basic version on the VectorRenderModule, that allows scripts to ↵MW7-6/+496
do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea. Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
2008-03-08* Implemented 'Revert' channel in Terrain Module.Adam Frisby3-0/+155
* Added Revert Area, flood brush. * Added Revert Sphere, paint brush.
2008-03-08Thank you kindly, Ldviopeng for:Charles Krinke5-6/+151
Patch to implement the following LSL / OS functions llParcelPrimCount(60%) osSetParcelMediaURL
2008-03-08* Made a change to the loading mechanism to fix it's operation.Adam Frisby1-1/+6
2008-03-08* Default terrain is now a little more interesting than a flat 0m plane.Adam Frisby1-0/+11
2008-03-07More spelling corrections in the spirit of r3771.Jeff Ames2-9/+9
2008-03-07* Applied patch #719 from lvoidpeng.lbsa711-2/+3
* Implements llGetOwnerKey Thanks, lvoidpeng!
2008-03-07* Minor spelling corrections as per mantis 712Justin Clarke Casey1-2/+2
2008-03-07* Temporary resolution for mantis #711Justin Clarke Casey1-10/+19
* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception. * Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
2008-03-07Make Local back end services warn/error messages explicitly say they are ↵Justin Clarke Casey1-3/+3
from standalone services
2008-03-07Fix to solve mantis 717 problem. Makes sure the region DB schema is up to ↵Johan Berntsson1-9/+10
date and consistent
2008-03-06* Fix for exception in landmanager crash.Adam Frisby2-4/+15
2008-03-06* Disabled ancient TerrainEngine.Adam Frisby14-213/+125
* Enabled new TerrainModule. (The king is dead, long live the king!) * Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format. * MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-06* Killed 4 more warnings (at 16 now)Teravus Ovares2-1/+3
2008-03-05* Four more warnings, etc etc.Adam Frisby3-25/+5
2008-03-05* Three more warnings are a-gone.Adam Frisby2-23/+15
2008-03-05* Four more warnings bite the dust.Adam Frisby1-4/+4
2008-03-05* Removed more compiler warnings, dead code, etc.Adam Frisby7-14/+4
2008-03-05Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague9-40/+40
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-05* New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby10-18/+56
reenable) * *Much* faster terraforming (woot!) * New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example) * New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times. * New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in. * Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
2008-03-04this is probably just a band aid, but should at leastSean Dague1-3/+9
help figure out where my last crash came from by being extra careful arround Add for scene object group.
2008-03-04* One line fix to get everything working again. Essentially set the ↵Teravus Ovares1-1/+0
originRegionID = RegionID in RegionInfo.cs on line 375
2008-03-04Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson15-57/+1227
support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
2008-03-04Added copyright heaaders. Minor cleanup.Jeff Ames39-109/+223
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares4-89/+132
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-03* Removed a bunch of compiler warnings.Adam Frisby9-9/+6
2008-03-03* Fixed about Text in the profile in grid mode.Teravus Ovares2-1/+5
2008-03-03Updated svn properties.Jeff Ames10-890/+890
2008-03-03Fixed typo.Jeff Ames1-2/+2
2008-03-03* Oops, fixed.Adam Frisby1-3/+3
2008-03-03* Removed and sorted using clauses in a number of files.Adam Frisby31-69/+1112
* Cleaned up ITerrainChannel * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes * Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes * Implemented Export functionality for RAW32 terrain loader * Implemented Import/Export for SLRAW terrain loader * Implemented Export for JPEG terrain loader
2008-03-03* Applying Ahzz's profile patch. Thanks Ahzz! Teravus Ovares4-10/+106
* Fixed a few bugs in the patch that are sim crashers. * There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
2008-03-03* Renamed the Data Framework namespaceslbsa712-2/+2
2008-03-02Change handler001 through handler009 to moreCharles Krinke10-155/+155
appropriate names consisten with their use. All done with all 94 handlers from handler001 through handler094. Hopefully we can move forward without numbered handlers.
2008-03-02Update names of handler010 through handler019Charles Krinke2-77/+77
to more appropriate names consistent with use.
2008-03-02Applying Ahzzmandius' second patch from bug 701. Teravus Ovares2-1/+2
ClientView triggers OnClose event before flushing packetqueue. Thank sAhzzmandius!
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares10-124/+293
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-03-02Rename handler020 through handler029 with moreCharles Krinke2-69/+69
appropriate names consistent with their use.
2008-03-02Rename handler030 through handler038 with moreCharles Krinke1-44/+44
appropriate names consisten with their use.