| Commit message (Collapse) | Author | Age | Files | Lines |
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events in EventManager
*Prim count and sim-wide prim count correctly reflect object bonus multiplier
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* Removed SceneObject references to RegionHandle, ParcelManager, EventManager as they are public on Scene
* Moved PulseScript behaviour into MySceneObject
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**No restrictions yet in place, or total prim count
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* Cleaning lady cleaning build ignores (No, MW, I don't mind, anything for you)
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Done some work on lbsa71's simpleApp(hope he doesn't mind):
now have the avatar showing up and the terrain and his pulsating box (well except its not a box, as there seems to be something wrong with our PrimitiveBaseShape..DefaultBox() settings).
Also noticed a few other problems that I had to work around, so these need looking into.
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*ParcelManager's resetSimParcels does not set any default values.
*Updated ParcelData with correct defaults previously set in resetSimParcels
*Region overrides are now sent to viewer instead of dummy'd
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**Parcels within selection now join and not the two parcels selected at each corner
*Created OnSignificantClientMovement event that is triggered when an avatar moves more than 2 meters.
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the function ProcessBackup.
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deeding to group, terraforming, object creation and outside scripts.
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* Added IRegionDataStore
* Added OnBackup event to EventManager
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"regionassets.yap", asset server assets are now in "gridassets.yap"
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* Renamed OpenSim.Scripting to OpenSim.Region.Scripting
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specific parts, leaving the JVMEngine folder specifically for Script/IScript interfaces.
* Fixed a compile issue with the Interpreted Scripts API.
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haven't added the project to prebuild.xml yet.
Also might have messed up some of the SVN properties on some of the folders, so if the cleaning lady has to come in again, I just hope she doesn't moan.
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comment that they are defunct and best avoided at all costs.
* More wrappers: llCollisionFilter, llCollisionSprite, llCos, llCreateLink, llDeleteSubList, llDeleteSubString, llDetachFromAvatar
* More functions: osCos, osDeleteSubList, osDeleteSubString
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llAbs, llAcos, llAddToLandPassList, llAdjustSoundVolume, llAllowInventoryDrop, llAngleBetween, llApplyImpulse, llApplyRotationalImpulse, llAsin, llAtan2, llAttachToAvatar, llAvatarOnSitTarget, llAxes2Rot, llAxisAngle2Rot, llBase64ToString, llBreakAllLinks, llBreakLink, llCSV2List, llCeil, llCloseRemoteDataChannel, llCloud
* Added functions for:
osAbs, osAcos, osAsin, osAtan2, osAxes2Rot, osAxisAngle2Rot, osBase64ToString, osCSV2List, osCeil.
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ScriptAPI.cs, implementing server event callbacks in ScriptInterpretedEvents.cs
* Added Tedd_'s LSL compiler thingie, although it cannot be referenced yet.
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to a event and test.
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Done some work of fixing primitive/SceneObject copying.
Set DefaultHome region to 1000,1000.
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instead - w00t!
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* Removed unused LoginService
* Minor renames on BinaryStreamHandler
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over parcels being joined to correctly update the viewers
*NOTE: Parcel updates are packets sent to the viewer when they enter a new parcel containing information such as parcel name, media URLS, etc
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*Significant movement (currently set to 2 meters of movement for performance reasons, even though its speedy) and initial login now sends parcel updates
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*Reenabled estate manager; remember, the master avatar is the only one that can use this (by default: Test User with password 'test')
*Still working on readding support for updating parcel information when logging in or moving into a new parcel
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InstantMessages will no longer crash the server. But they still aren't really working correctly, you can't type replies to received messages.
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LLSDStreamhandler system.
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Asset uploading over CAPS now works, and although inventory isn't really working yet, this should now at least enables texturing of prims.
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branch, so when they have a trunk version that is 1.18 ready, best to update again).
Started some work on a userProfile/inventory cache.
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instances) now works, so child agents and border crossings (and teleporting) now work.
The .net remoting is still very basic: we need security sinks added.
And we really need the OGS 2 protocol as soon as possible.
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textures for the regions don't seem to show up, about to look into that.
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