| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds comments to some functions in Meshmerizer.cs.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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don't think this works, but I don't want to loose the work before
the weekend, and it doesn't break the build.
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* mySQL this time.
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* Rebuilt libode.so, ode.dll
* If you roll your own ODE library, make sure to update your opensim-libs.
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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LSL subroutine implementation to solve an infinite loop
in llParseString2List() under certain circumstances.
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log in using it as the driver for users, assets, inventory. User
driver is still missing a lot of function.
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but moving in the right direction.
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In function "ReadInExtraParamsBytes", parameter "data" is used without a boundary check.
if data.Length==0, an "out of index" exception will be thrown.
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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'System.OutOfMemoryException' was thrown .Void set_Capacity(Int32), with regards to sphere mesh. Thanks Dahlia!
* Also allows a sphere to be hollow with no cuts or dimples. (walking around inside the sphere).
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throws any exception, we will carry on with the default appearance rather than terminating the client login
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all the mysql bits for migration.
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Add migration support to gridstore.
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meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!!
* The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
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integrate migration support into nhibernate
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Add a .Trim() that was forgotten in a previous patch titled:
[PATCH] Adds an API for for plugins to create new Console commands and Help
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Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
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never display
on the client.
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32bit images and changed them to 24bit images.
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san serif fonts are a bit easier on the eyes on textures.
Add a new "FontName" attribute that can be used to override
the font type.
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now preserve the bulk of the texture attributes, and force on full
bright. Not tested yet, but shouldn't bother most people.
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initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
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SceneXmlLoader.CreatePrimFromXml2()
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* I'm not sure if this method works on Linux.. but I guess I'll find out :P
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default texture as well as its face textures
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* Enables regular jpeg map images to be served directly from the region.
* EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5
* This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes>
* The Webmap image location gets printed on the console when the simulator starts up.
* JPEG data is cached so we only create the webjpeg once.
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SceneObjectGroup
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levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
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to get NHibernate + MySQL + Assets working.
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migrations (like converting asset ids) don't run into the
normal 30 second kill switch.
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side so that people don't think we're hung.
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changes it wouldn't come up).
include embedded dialect specific sql files for nhibernate migrations
figure out how to get the raw db connection so that migrations can
work with nhibernate.
create initial migration for NHibernate + SQLite + Assets.
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migrations into it.
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more clear
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asset uuids no longer binary. I've tested this migration a
few times, and it seems working in all the scenarios I've found
but it wouldn't hurt to backup your asset db before running this
as it does touch a very sensitive part of our content system.
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