| Commit message (Collapse) | Author | Age | Files | Lines |
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MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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out to a plugin.
To make opensim search for the new plugin, you will need to delete the "addin-db-000" and "addins" sub directories in bin if you have them.
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velocity.
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use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
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it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified.
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*Added ability to load regioninfo remotely from a webserver from a single file. See share/RegionLoading/HOWTO_REMOTE_REGION_LOADING.txt for more info and an example file.
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PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
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remove later)
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extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock.
Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
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PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
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Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
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transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set.
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we can run without a config file
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* The RestDeserialisehandler now does streams and returns an object instead of string
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all three physics plugins.
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InevntoryServer
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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* Fixed introduced bugs in ScenePresence
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* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
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into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache.
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specify either a filename (will use the default config path, or you can specify a full path.
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following along the same priciples as in the other servers.
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* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
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assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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Run this on a major grid, and weep
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