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* * Killed 4 more warnings (at 16 now)Teravus Ovares2008-03-062-1/+3
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* * Four more warnings, etc etc.Adam Frisby2008-03-053-25/+5
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* * Three more warnings are a-gone.Adam Frisby2008-03-052-23/+15
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* * Four more warnings bite the dust.Adam Frisby2008-03-051-4/+4
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* * Removed more compiler warnings, dead code, etc.Adam Frisby2008-03-057-14/+4
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* Change SceneObjectPart.LocalID to .LocalId to be case matchingSean Dague2008-03-059-40/+40
| | | | | | with SceneObjectGroup.LocalId (and hence reduce confusion).
* * New Terrain Module (disabled, search for 'usingTerrainModule = false' to ↵Adam Frisby2008-03-0510-18/+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.
* this is probably just a band aid, but should at leastSean Dague2008-03-041-3/+9
| | | | | | | help figure out where my last crash came from by being extra careful arround Add for scene object group.
* * One line fix to get everything working again. Essentially set the ↵Teravus Ovares2008-03-041-1/+0
| | | | originRegionID = RegionID in RegionInfo.cs on line 375
* Merged 3Di code that provides scene and avatar serialization, and plugin ↵Johan Berntsson2008-03-0415-57/+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.
* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-0439-109/+223
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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-034-89/+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)
* * Removed a bunch of compiler warnings.Adam Frisby2008-03-039-9/+6
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* * Fixed about Text in the profile in grid mode.Teravus Ovares2008-03-032-1/+5
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* Updated svn properties.Jeff Ames2008-03-0310-890/+890
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* Fixed typo.Jeff Ames2008-03-031-2/+2
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* * Oops, fixed.Adam Frisby2008-03-031-3/+3
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* * Removed and sorted using clauses in a number of files.Adam Frisby2008-03-0331-69/+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
* * Applying Ahzz's profile patch. Thanks Ahzz! Teravus Ovares2008-03-034-10/+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.
* * Renamed the Data Framework namespaceslbsa712008-03-032-2/+2
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* Change handler001 through handler009 to moreCharles Krinke2008-03-0210-155/+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.
* Update names of handler010 through handler019Charles Krinke2008-03-022-77/+77
| | | | | | to more appropriate names consistent with use.
* Applying Ahzzmandius' second patch from bug 701. Teravus Ovares2008-03-022-1/+2
| | | | | | ClientView triggers OnClose event before flushing packetqueue. Thank sAhzzmandius!
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-0210-124/+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.
* Rename handler020 through handler029 with moreCharles Krinke2008-03-022-69/+69
| | | | | appropriate names consistent with their use.
* Rename handler030 through handler038 with moreCharles Krinke2008-03-021-44/+44
| | | | | appropriate names consisten with their use.
* Rename handler040 through handler049 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their user.
* Rename handler050 through handler059 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their use.
* Rename handler060 through handler069 with moreCharles Krinke2008-03-021-42/+42
| | | | | appropriate names consistent with their use.
* Rename handler070 through handler079 with moreCharles Krinke2008-03-021-43/+43
| | | | | appropriate names consistent with their use.
* Rename handler080 through handler089 with moreCharles Krinke2008-03-011-58/+58
| | | | | appropriate names consistent with their use.
* Beginning to change all handler000 through handler094Charles Krinke2008-03-011-25/+24
| | | | | | | | | | | | to more meaningful names starting from the end and working backwards. handler094 -> handlerRequestAsset handler093 -> handlerPacketStats handler092 -> handlerGodKickUser handler091 -> handlerUpdatePrimGroupRotation handler090 -> handlerUpdatePrimRotation Others to come shortly.
* Thank you very much, Kinoc for:Charles Krinke2008-03-012-21/+101
| | | | | | | | | * Impelements llInstantMessage * Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg). * Try's to better identify the "True Name" of objects in llDetectedName by checking for avatar name, scene Object Part name and entity name. * Uses similar logic in the llSensor and llSensorRepeat functions.
* From: Mike Pitman <pitman@us.ibm.com>Sean Dague2008-02-292-9/+65
| | | | | | | | | | | Below is a patch for the smooth tool. I factored out the essential computations and placed it in a channel method to work similar to raise and lower. It now performs about the same rate as raise and lower.
* More compiler warning cleanup.Jeff Ames2008-02-293-11/+3
| | | | | Removed verbose flag, since it doesn't do anything any more.
* Cleaned up a couple compiler warnings.Jeff Ames2008-02-292-48/+29
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* * Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares2008-02-291-2/+2
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* * killed a 'new mass' debug line.Teravus Ovares2008-02-291-1/+1
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* * ODEPlugin Teravus Ovares2008-02-293-16/+227
| | | | | ** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-02-281-9/+418
| | | | | | | | | | | | | | | This patch is intended to implement the following functions: llIntegerToBase64 llBase64ToInteger llParseStringKeepNulls None of these functions are dependent upon state elsewhere in the SIM, so they are appropriately self-contained. I've tested them out of context, and from a script attached to an object in my test region.
* * Added a way for the friends module to definitively know if an avatar's ↵Teravus Ovares2008-02-284-2/+70
| | | | root agent is on the instance and if so, which region the avatar's root agent is in.
* * OnSignificantClientMovement was never being called. So we got no land ↵Teravus Ovares2008-02-282-1/+10
| | | | updates (fixed)
* disabled AssetDownloadModule and re-enabled the asset download code in the ↵MW2008-02-272-10/+10
| | | | asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
* After seeing sdague do his happy dance over trunk working "the best he has ↵MW2008-02-273-72/+346
| | | | | | | | ever seen". I'm not sure I should be doing this commit, but oh well. So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
* * Turned Friends Module into a shared module (to comply with ↵Teravus Ovares2008-02-272-13/+73
| | | | | | | Scene.AddXmlRPCHandler being shared). * Fixed a null ref issue in Scene.Close()
* Update svn properties.Jeff Ames2008-02-272-132/+132
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* UserService.ClearAgent call is no longer made when a childagent connection ↵MW2008-02-272-7/+6
| | | | | | | is being closed. DisableSimulatorPacket now skips the packet throttles
* * Committing file loaders - forgot yesterday.Adam Frisby2008-02-273-2/+135
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* make trunk compile again. I think Adam forgot to check in some filesSean Dague2008-02-261-2/+2
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* * Implemented - Terragen File Format Loader for new Terrain Module.Adam Frisby2008-02-263-2/+37
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