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* Shift default OpenSim library into its own directoryJustin Clarke Casey2007-12-301-1/+1
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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 Ovares2007-12-3011-169/+159
| | | | | | | 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 Ovares2007-12-303-19/+22
| | | | the same OpenSim Instance.
* * Extracted out old RezObject method placing at absolute pos without the ↵lbsa712007-12-291-0/+5
| | | | | | | raytracing * Ignored some bins
* Make inventory items nominate explicit inventory folders rather than hardcodingJustin Clarke Casey2007-12-291-7/+12
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* Allow OpenSim operators to specify their own asset sets without needing to ↵Justin Clarke Casey2007-12-292-19/+64
| | | | | | | | change the default OpenSim set. Equivalent changes to allow operators to also specify their own standard inventory library directories and items to follow.
* * Patch from Melanie provides Util.CleanString and uses it on the prim name ↵Teravus Ovares2007-12-283-8/+30
| | | | and description. Thanks Melanie.
* Migrate opensim default assets up another directory in preparation for ↵Justin Clarke Casey2007-12-281-2/+2
| | | | extraction of hardcoded asset locations into xml
* Move OpenSimAssetSet assets file up into assets pending further changesJustin Clarke Casey2007-12-281-1/+1
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* Remove now dead codeJustin Clarke Casey2007-12-281-44/+0
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* Factor out common asset loading from AssetServerBase and Grid/AssetServer/MainJustin Clarke Casey2007-12-286-129/+174
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* * applied melanie's matnis patch #255. Thanks Melanie.Teravus Ovares2007-12-281-2/+2
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* Move inventory contents configuration files to bin/inventory folderJustin Clarke Casey2007-12-282-6/+6
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* * Rezzing items from Inventory on top of other prim rezzes them 0.5 meters ↵Teravus Ovares2007-12-284-11/+50
| | | | | | | 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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* Set svn:eol-style.Jeff Ames2007-12-282-4/+4
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* Patch from Johan: LibSL updated to the latest revision (1568) and all ↵Adam Johnson2007-12-2810-244/+310
| | | | | | | packets are now recycled to improve performance and memory usage.
* * Moved PrimitiveBaseShape subclasses into factory methods - the subclassing ↵lbsa712007-12-288-100/+91
| | | | | | | 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 Ovares2007-12-282-4/+4
| | | | | | | | | * 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 Ovares2007-12-286-54/+121
| | | | | | | 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 usingslbsa712007-12-27277-4427/+4704
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * removed always true iflbsa712007-12-271-15/+12
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* * Fixed MonoSQLite Update Table routineTeravus Ovares2007-12-274-26/+53
| | | | | | * 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.
* Move hardcoded texture library inventory items out into OpenSimLibrary/xml. ↵Justin Clarke Casey2007-12-273-18/+4
| | | | | | | | | | However, even before these change the five textures moved are not displaying (which is why default cubes are coming up as grey plywood unless you happen to have that texture cached). These were working before so they must have broken in the last month. Might be something to do with the fact that these identify (using file under linux) as jpeg2000 files, while all the other working textures identify simply as data.
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-2713-39/+82
| | | | | | | * 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 Ovares2007-12-274-0/+163
| | | | | | | * 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.
* * Added osRegionRestart(float secs) to LSL CommandsAdam Frisby2007-12-271-2/+27
| | | | | | * Added osRegionNotice(string msg) to LSL Commands * Added PermissionManager checks for osTerrainSetHeight, osRegionRestart.
* * Added osTerrainSetHeight(int x, int y, double val) to LSL commandsAdam Frisby2007-12-272-0/+26
| | | | | * Added osTerrainGetHeight(int x, int y) to LSL commands
* * Added slightly better object sit handlingTeravus Ovares2007-12-276-111/+245
| | | | | | | | * Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
* Prim inventory persistence phase 1: Creation of preliminary table in sqlite.Justin Clarke Casey2007-12-277-30/+103
| | | | | | | No user functionality yet. This code is not turned on, so there is no possibility of disruption to existing databases.
* * Play the 'landing' animation when landing and minimize the collision ↵Teravus Ovares2007-12-261-1/+2
| | | | protection offset so the animations match up.
* * Patch from Charlie Omega for standard secondlife inventory folders: see ↵Teravus Ovares2007-12-262-24/+103
| | | | | | | mantis:0000246 * Deletes the solution file from OpenSim.Gui
* * Patch from Charlie0 to the OpenSim/Tools/OpenSim.GUI application to ↵Teravus Ovares2007-12-261-0/+20
| | | | include the .sln file.
* If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey2007-12-263-5/+15
| | | | | | | | after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-265-43/+86
| | | | | | | | | | movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
* * Patch by Melanie to fix CreateSelectedTeravus Ovares2007-12-261-1/+7
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* * Coded around another Null packet sent by the packet poolTeravus Ovares2007-12-262-27/+48
| | | | | * Condensed 8 calls to unmanaged code in ODE down to 1
* * Added a -val heightfield value limiter so giant pits of death don't cause ↵Teravus Ovares2007-12-261-1/+5
| | | | avatar to go into an endless plunge to the middle of the earth.
* * Removed a debug message I left in thereTeravus Ovares2007-12-261-1/+7
| | | | | * Added a few more comments.