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See mantis #2379 for some useful scripts that work with this.
Note that I added another configuration parameter in addition to the patch to allow for legacy behavior in the absence of new configuration settings.
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metaverseink search provider to prevent accidental data exposure.
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- remove trailing whitespace
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* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
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* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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Now each function can be allowed, subject to threat level, disabled,
or restricted to certain UUIDs.
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Adds the fix from Mantis #2197 in it's new form.
Stage one of the scripting security changes, more to come.
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makes it possible to run a HTTPS server on the region. It also has a junk Certification authority for test purposes.
* There are still a lot of things that are hard coded to use http. They need to be fixed.
* Also includes directions
* A standard junk PEM file to append to app_settings/CA.pem in the client so SSL will work
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The option to enable the REST Asset and Inventory plugin is missing
from OpenSim.ini.example. This patch adds the required items without
enabling the plugins.
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the bottom for details. Defaults to an empty string for prefix and '_EXTERNAL' for suffix
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don't read the config and find they aren't saving any of their prims.
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LSL's arbitrary 10 m limit on object movement.
Also implements the 10 m maximum rezzing distance, subhect to the same
factor.
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at 1.0, it allows delays to function as coded. Smaller values will
reduce, larger values will increase the delays. A value of 0 is
permitted and results in on delay being applied.
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currently on Forge in a nice, friendly modular format.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
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* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
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as those all work with MySQL (and are in fact required it seems);
adds examples as well
- adds region_file_template functionality for the create_region XmlRpc
call of RemoteAdminPlugin
- cleans up and fixes typo in UserProfileData
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and the permissions module
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config. Change defaults to enable all languages for XEngine.
Change comment on new LSL compiler form (experimental) to (under test).
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explanatory information
* this managed to confuse me briefly today (but I am thick :-)
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compiler. Changes the default in OpenSim.ini.example to "true" to
allow for a broader user base for testing.
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out everything in the [GridInfo] section :-D Also, not yet LLSD but
XmlRpc, LLSD via GET will follow. OpenSim.ini.example contains sample
values and explanation. Oh, and default values provided are
platform: OpenSim
mode: standalone | grid
have fun.
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get future public installations on a more sane footing.
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Defaulted to 65536 and 10, respectively
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ven for the region datastore. Removes the flag to store prim inventories, which are now always stored.
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Add a config option to OpenSim.ini to select between script compilers
in the XEngine without recompile.
Set UseNewCompiler=true in OpenSim.ini and try it out.
Creates the ICodeConverter interface and adapts the new compiler to it.
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of course, some are ScenePresences
* would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs
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IRC that I found in the source but never made it back
to the example config
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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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representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
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as llSetObjectPermMask. By default it's off.
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OpenSim.ini.example
* Also a very little bit of tidying up of this file - it's becoming a bit of a junkyard
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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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a clean interface for Sim broadcasts. Added SimBroadcast support to
ChatModule.
Removing all code from IRCBridgeModule dealing with agent/client directly.
Cleaning up ChatModule.
Polishing IRC messages, adding support for "/me" (both directions).
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don't do anything now.
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added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
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