| Commit message (Collapse) | Author | Age | Files | Lines |
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the first resolved IP of the system. This is to assist with Adam's lazy-deploy system but may be useful to others.
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than being hard coded in the handshake packets.
* Supports: Base0-3 textures, Detail0-3 textures, Start00-11 values, Range00-11 values.
* Added notes on how terrain texturing works to their definition in regionInfoBase.
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to open, terrain will be procedurally generated instead. (also needs testing.). Default file must be in R32 format. Use "terrain save f32 default.r32" on the region console to make a default file you can use.
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to load terrains and see the results without relogging. (Just wait for the next Backup call -- once every two minutes). Needs testing.
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(fairly simple).
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recieved. Terrain is always updated every Backup() call anyway.
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automatic generation is on the cards.
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* deleted all those *.user - ignore them next time!
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notices they got lost in the restructuring.
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test it under nant, and the releng scripts might need updating as we now have two solutions.
Also the build order for the two solutions should be to compile the OpenSim Solution first and then the GridServices one, as the common projects are referenced by DLL in the Gridservices.
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should now be okay. Now onto the Grid servers...
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the Grid servers can be a separate solution to the region server.
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need to stop walking just after you cross the border for it to work properly (else you will continue moving into a negative position in the first sim)
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the need to connect to LL userserver). Currently onlt active in sandbox mode (someone simple needs to add
"CheckSumServer checkserver = new CheckSumServer(12036, m_console);" to the grid userserver).
Then when starting up the SL client add " -user localhost" (or whatever the IP address that the sim or grid userserver is at) to the command line
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changed something.
* Updated solution files & build files via prebuild.
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class a bit and added a WorldBase class (that World now inherits from)
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Imported crappy monodevelop GTK# manager app (tis embarrassing)
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* cleared up verbose/noverbose/disableOutput douple negation confusion in ConsoleBase
* 2d chat radius is now 3d chat sphere
* removed unused fast 2d radius calc
* added chat type 0xFF : broadcast (no sphere checking)
* OpenSimMain now exposes its LocalWorld
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Improved the enable neighbours code (Simclient thread should no longer sleep for 3 seconds for each neighbour).
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to the non functioning remote asset server), also currently just uses textures that we already had added to the asset server (this is the first thing that needs fixing)
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start the loginserver)
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* ignored bin directories
* regenerated nant files
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I'M THAT NUTS!!!!!!!!
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Note: This is untested but is a very simple change and should 'just work'. If someone can test, appreciated.
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. cut down on the system console output (should really be stopping it all but not all output is going through OpenSim.Framework.Console)
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login server, physics engine etc. To use this mode add just -configfile to the startup line (instead of the -sandbox etc)
A example of what to add to the xml is: SandBox="true" LoginServer="true" UserAccounts="false" LocalAssets="false" PhysicsEngine="basicphysics" (add those to config node in simconfig.xml).
The current options for PhysicsEngine are : basicphysics, RealPhysX, OpenDynamicsEngine.
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* Deleted empty directory
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very basic skeleton
First commit since we lost JesseMalt - Dedicated to their memory
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config file), this one: "-localasset" (without the quotes) is a temporary hack to use a local asset server when in grid mode. (use with extreme caution if you have more than one sim in a grid)
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scripting Engines.
Added the work in progress JVM scripting engine.
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Removed asset/user config in grid mode in the region server
Added "create user" command in the user server console
Begun buggy code to send sim details to the grid at startup
Drank whole pack of red bull in one night and made stupid jokes in SVN logs and C# comments
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* updated vs2005 and nant targets
* added some build files
* ignored some binaries, pdb's and user files
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