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* Full .dll-name in config option for ScriptEngine. Loading only scriptengine ↵Tedd Hansen2008-01-021-3/+3
| | | | | | | specified in config. ScriptServer will still not start!
* * Did a bit of estate work. Added some fields to EstateSettings.xml for ↵Teravus Ovares2008-01-023-5/+97
| | | | | | | | estate managers. * You can put UUIDs in those fields to give other users some ability to help manage a sim you own. * Also started decoding the EstateOwnerMessage packet convolutions.
* * Trying to address TextureSender issueslbsa712008-01-022-37/+43
| | | | | | * The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present * introduced some TryGetValue and various code convention stuff
* * Re-wrote IM that sends the friend request so that it displays the name of ↵Teravus Ovares2008-01-023-6/+13
| | | | the person who sent the request, or (hippos) if it can't find it.
* * Updates UserServer Teravus Ovares2008-01-021-1/+174
| | | | | | | | * Updates OSG1UserServices * Friends list is now persistent in grid mode. * You can add, new friends and remove them
* Fixed nant compile problemTedd Hansen2008-01-011-8/+17
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* Trying to fix nant compile errorTedd Hansen2008-01-011-327/+318
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* Temp removed new data types patch from Mantis #272, causing compile problems ↵Tedd Hansen2008-01-011-336/+337
| | | | (nant)
* Minor changes. Changed Prebuild.xml to avoid first-time-compile error ↵Tedd Hansen2008-01-011-306/+330
| | | | because of dependencies. Made some changes to new LSLString.
* Adrianas 0000272 -- I think we need to implement standard ↵Tedd Hansen2008-01-011-0/+304
| | | | string/integer/float functions too.
* Fixed string issue in compilerTedd Hansen2008-01-012-35/+49
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* * You can add and remove a friend in standalone now within the same ↵Teravus Ovares2008-01-019-36/+390
| | | | | | | | simulator. It saves. * You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet. * I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
* Correction of last commitTedd Hansen2007-12-313-97/+102
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* Changed type comparison from String to object typeTedd Hansen2007-12-311-9/+9
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* Correct location of DotNetEngine. Remove some debug stuff since my addins ↵Justin Clarke Casey2007-12-311-15/+5
| | | | problem turned out to be local.
* Set svn:eol-style and svn:ignore.Jeff Ames2007-12-315-728/+728
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* Changed from "Load all .dll's in ScriptEngine" to "Load only DotNetEngine" ↵Tedd Hansen2007-12-311-1/+3
| | | | (temporarily hardcoded) to avoid problems with two scriptengines existing in ScriptEngine folder.
* Standard library folders can now be configued in the xml in ↵Justin Clarke Casey2007-12-312-6/+21
| | | | | | | | inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
* * Added a catch for RemotingErrors on the TCP initTeravus Ovares2007-12-311-0/+4
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* * Added graceful remote script server connection error handlingTeravus Ovares2007-12-303-46/+298
| | | | | * Removed a friends module test that I had.
* * Fixed References in Prebuild so the project compilesTeravus Ovares2007-12-302-4/+43
| | | | | | * Added Friends List methods to IUserData interface * Created Stub friendslist Database Methods
* Comments + fix = in theory stand alone script server + "RemoteSevrver" ↵Tedd Hansen2007-12-303-2/+5
| | | | ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
* server->script event path almost ready for remote scriptengine (translation ↵Tedd Hansen2007-12-305-85/+127
| | | | table between local script ID and remote script ID missing)
* Added ScriptEngine.RemoteServer moduleTedd Hansen2007-12-304-0/+424
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* In this commit I am using an editor feature called "Save All" before I commit.Tedd Hansen2007-12-305-1/+23
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* Added comments to ScriptEngine classes that explains what their purpose isTedd Hansen2007-12-307-0/+71
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* * re-applied AddNewPrim refactoring... third time now...lbsa712007-12-301-36/+34
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* * Patch from Alondria that re-fixes llSetColorTeravus Ovares2007-12-301-20/+20
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* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-3010-167/+158
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Applied Melanie's same instance IM fix. This will make IMs work within ↵Teravus Ovares2007-12-302-5/+18
| | | | the same OpenSim Instance.
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-282-3/+2
| | | | and description. Thanks Melanie.
* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-283-10/+33
| | | | | | | above the 'hit' prim instead of buried in the ground somewhere. * Various Refactorings
* * Made a copy of parts before updating to avoid dictionary updated ↵lbsa712007-12-282-4/+10
| | | | | | | | exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
* * redid the AddNewPrim refactoring as that got lost in r2855lbsa712007-12-281-35/+34
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* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-288-231/+166
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa712007-12-286-40/+41
| | | | | | | scheme won't hold for serialization * Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
* * Patch from Melanie. Thanks Melanie!Teravus Ovares2007-12-281-2/+2
| | | | | | | | | * This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache. * Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one. * It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed. * The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files. * It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-284-53/+108
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* Add missing "System." to System.NullReferenceExceptionCharles Krinke2007-12-281-1/+1
| | | | | so Linux build works again.
* * Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE ↵Teravus Ovares2007-12-271-6/+19
| | | | errors, etc.
* Thank you again, Alondria for:Charles Krinke2007-12-271-2/+55
| | | | | | | | Adding some more support to Vectors and Rotations Description * String->Vector/Rotation added * Vector * and / a double added.
* * Optimized usingslbsa712007-12-27143-2902/+3143
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Fixed MonoSQLite Update Table routineTeravus Ovares2007-12-273-12/+26
| | | | | | * Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-277-26/+34
| | | | | | | * PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
* * Fixed the matching logic error on the LLQuat to axiom quat :PTeravus Ovares2007-12-271-1/+1
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* * fixed a logic error in the receiving end of the prim load for the sit targetTeravus Ovares2007-12-271-2/+5
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* * Fixed compile issue caused by half-refactoring (sorrry!)Adam Frisby2007-12-271-1/+12
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* * Added Sit Target persistence over sim restarts for mySQL and MonoSQLite.Teravus Ovares2007-12-273-0/+121
| | | | | | | * SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE * The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated. * MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.