Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | Deleted old LSLEngine files (those under Scene.Scripting) | MW | 2007-08-09 | 14 | -2911/+2 | |
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* | prim object -> prims table code | Sean Dague | 2007-08-09 | 1 | -7/+52 | |
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* | Removed spaces from directory names | Tedd Hansen | 2007-08-09 | 2 | -0/+0 | |
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* | make MonoSqliteDataStore compile with new objects | Sean Dague | 2007-08-09 | 1 | -23/+23 | |
| | | | | | | now the fun begins of connecting all the dots | |||||
* | Merged OpenSim.ScriptEngine.DotNetEngine.Compiler.LSL into ↵ | Tedd Hansen | 2007-08-09 | 18 | -250/+0 | |
| | | | | OpenSim.ScriptEngine.DotNetEngine to avoid the compile error | |||||
* | Start of replacing the old SceneObject/Primitive classes with the new versions. | MW | 2007-08-09 | 19 | -233/+301 | |
| | | | | | | PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.) Also this revision may not work on mono, but that will be fixed soon. | |||||
* | Making sure my local working copy is in sync with svn before I start the job ↵ | MW | 2007-08-09 | 9 | -27/+31 | |
| | | | | of enabling the new SceneObject classes. | |||||
* | Transition between not flying / flying should be smoother | Brian McBee | 2007-08-09 | 1 | -1/+6 | |
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* | Start defining prim shape definition. Officially bed time now | Sean Dague | 2007-08-09 | 1 | -7/+45 | |
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* | decrease insanity level significantly by factoring all the columns into | Sean Dague | 2007-08-09 | 1 | -102/+46 | |
| | | | | | | | a Dictionary, and programatically building up sql commands for our dataset. Prims done, prim shapes next | |||||
* | intermediate checkin of code that compiles before I do something | Sean Dague | 2007-08-09 | 1 | -4/+87 | |
| | | | | | | stupid and nuke all this work. | |||||
* | Commit in the changes for all the parameter bindings for prims | Sean Dague | 2007-08-09 | 1 | -2/+38 | |
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* | * Checked in new tweaked Prebuild.exe | lbsa71 | 2007-08-08 | 2 | -40/+5 | |
| | | | | | * Ignored binaries | |||||
* | worldmap now gets correctly updated when terrain changes | Brian McBee | 2007-08-08 | 1 | -0/+2 | |
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* | sigh, Data ... not Date. I'm dumb | Sean Dague | 2007-08-08 | 1 | -0/+0 | |
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* | name changes in MonoSqliteData store | Sean Dague | 2007-08-08 | 1 | -2/+2 | |
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* | rename to MonoSqliteDataStore | Sean Dague | 2007-08-08 | 1 | -0/+0 | |
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* | screwed up the move, removing this file to give us proper history tracking | Sean Dague | 2007-08-08 | 1 | -213/+0 | |
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* | missed this file | MW | 2007-08-08 | 1 | -1/+2 | |
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* | Fixed the asset download problem I think, solution might not be ideal but ↵ | MW | 2007-08-08 | 1 | -12/+9 | |
| | | | | works for now. | |||||
* | moving to new namespace as this is mono only | Sean Dague | 2007-08-08 | 2 | -0/+213 | |
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* | This chunk of code actually properly saves out some parameters of | Sean Dague | 2007-08-08 | 1 | -6/+9 | |
| | | | | | | | | current objects to disk, and does updates on those objects usefully. It is now functional enough to mean that moving to new objects is just lots of plug and chug. | |||||
* | Hopefully improved texture downloading (including the speed at which they ↵ | MW | 2007-08-08 | 1 | -35/+83 | |
| | | | | download), but still a few problems, it seems that the client has a quite short timeout for receiving a texture and if the whole texture isn't sent within this time, the client will request the texture again, With quite small textures this is fine, but it seems that with larger textures we can't send them fast enough and a infinite loop develops where the client keeps requesting a texture and we keep trying to send it, but are never fast enough. So I've for now put code in that so that the server will try to send a texture only once and then after that will ignore future requests from that client for that texture. | |||||
* | when teleporting to a non-adjacent region, client was not getting new neighbours | Brian McBee | 2007-08-08 | 1 | -1/+1 | |
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* | databits are actually flowing to disk | Sean Dague | 2007-08-08 | 1 | -34/+50 | |
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* | Added checks to the last commit to make sure the xml files exist before it ↵ | MW | 2007-08-08 | 2 | -2/+8 | |
| | | | | tries to load them. | |||||
* | The startup set of assets in the local asset server can now be set from a ↵ | MW | 2007-08-08 | 3 | -6/+74 | |
| | | | | | | | xml file (OpenSimAssetSet.xml). (remember to make changes to the set, you will also need to delete the old asset .yap file, so that it is recreated). Also the set of items in the OpenSim inventory Library can also now be set from a xml file (OpenSimLibrary.xml). | |||||
* | Commit works? | Tedd Hansen | 2007-08-08 | 1 | -0/+1 | |
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* | Removed System.Windows.Form reference from DotNetEngine.Compiler.LSL , it ↵ | MW | 2007-08-08 | 1 | -1/+1 | |
| | | | | didn't seem to be needed anyway. | |||||
* | Rotated the terrain textures that are created for world map by 90 degree as ↵ | MW | 2007-08-08 | 1 | -1/+1 | |
| | | | | somehow they had got out of sync with the terrain. | |||||
* | Added ScriptEngine to solution (prebuild.xml) | Tedd Hansen | 2007-08-08 | 3 | -3352/+0 | |
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* | Added ScriptEngine.DotNetEngine | Tedd Hansen | 2007-08-08 | 29 | -0/+8188 | |
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* | * Got SimpleApp working again | lbsa71 | 2007-08-08 | 2 | -42/+53 | |
| | | | | | * Minor shape koncept experiments | |||||
* | CAPS should now be working in standalone mode. Texture uploads will work ↵ | Brian McBee | 2007-08-08 | 2 | -10/+26 | |
| | | | | even after you cross a region boundary. | |||||
* | Whoops! left this out. second part of r1541 | Brian McBee | 2007-08-08 | 1 | -3/+4 | |
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* | OGS1GridServices.cs | Brian McBee | 2007-08-08 | 1 | -0/+8 | |
| | | | | | Sims should crash less in gridmode just because their neighboring regions aren't available. | |||||
* | Grid/GridServer/GridManager.cs | Brian McBee | 2007-08-08 | 1 | -9/+16 | |
| | | | | | Fixed GridManager.cs so that it properly updates the database if you change some parameters in your region (X and Y, region name, etc). It still keys on the region uuid. | |||||
* | starting to push some of the actual sql commands to get this to disk. | Sean Dague | 2007-08-07 | 1 | -5/+52 | |
| | | | | | | Not working yet. | |||||
* | Some more work on new Sceneobject. | MW | 2007-08-07 | 3 | -22/+91 | |
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* | * koncept bugfix | lbsa71 | 2007-08-07 | 2 | -0/+24 | |
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* | a couple of changes in the new Sceneobject classes, just committing so ↵ | MW | 2007-08-07 | 4 | -12/+27 | |
| | | | | things are kept in sync. | |||||
* | * Removed duplicated Script residue | lbsa71 | 2007-08-07 | 3 | -98/+0 | |
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* | actually transfer some data to the row definition. Going to hook | Sean Dague | 2007-08-07 | 1 | -3/+21 | |
| | | | | | | | this up to the sim in my env now to make sure we're getting data flow in a reasonable way at this point. | |||||
* | actually get sqlite stuff to compile. This isn't connected to the | Sean Dague | 2007-08-07 | 1 | -21/+5 | |
| | | | | | | | main prebuild yet. Going to attempt to get some tracing on current SceneObjects first | |||||
* | some more sqlite stuff. Checking in to get it to another computer | Sean Dague | 2007-08-07 | 1 | -1/+30 | |
| | | | | | | to do a bit more live hacking on data flow | |||||
* | OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs | Brian McBee | 2007-08-06 | 1 | -2/+2 | |
| | | | | | | One last try at getting the X and Y all set straight. | |||||
* | adding shell of SqliteDataStore | Sean Dague | 2007-08-06 | 1 | -0/+116 | |
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* | OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs | Brian McBee | 2007-08-06 | 1 | -1/+1 | |
| | | | | | | One last array with X and Y flipped. Terrain load-tile should be working now. | |||||
* | OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs | Brian McBee | 2007-08-06 | 1 | -43/+26 | |
| | | | | | This time I think I have BOTH terrain rotation AND terraforming working. Could those of you with large terrain maps please test this thoroughly? | |||||
* | OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs | Brian McBee | 2007-08-06 | 1 | -1/+18 | |
| | | | | | | Backing out previous change to GetHeights1D. Terrain should now load with the correct rotation, but terraforming is now broken again. |