| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* Some will do cool things, some will make your scene explode dramatically if you're not careful.
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the attached patch set adds the (still work-in-progress but already
working) RestPlugin base class and the RestRegionPlugin code. we are using
XML serialization.
currently working:
GET /admin/regions/ -> returns UUID list of known regions
GET /admin/regions/<UUID> -> returns detailed region information
we'll be adding support for POST/DELETE/PUT and also for
/admin/regions/<UUID>/name etc.
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configs. This works with sqlite and nhibernate backends, and
stays with default seperate ini files for mysql and mssql until
someone writes those.
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this will work for sqlite and nhibernate, but will be ignored for
mysql and mssql (reverting to their ini files) until someone writes
that bit.
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cause a SVN revision to be saved every X minutes. (Default = 15)
* Added 'Autosave' options to OpenSim.ini.Example
* Added 'ImportOnStartup' option to OpenSim.ini.example
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* See OpenSim.ini.example settings for how to use
* Only compatible with svn:// and http:// authentication for the moment (and only using simple authentication). SSL/SSH key support is supported by the library used (SvnDotNet), but is not yet supported in OpenSim.
* Use the command "svn save" to make a copy of your regions to SVN. Presently this is not an automatic process, but such a feature is on the todo list.
* It will in your repository create a subdirectory for each region with the regions UUID, inside there it will create a 'terrain load' compatible 'heightmap.r32', and a load-xml2 compatible 'objects.xml' plus information files.
* Untested on Linux, some compatibility work may be needed by Linux peoples. The dependencies will be the same as for SvnDotNet which is supposedly mono-compatible.
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ansgar and i have been working on an asterisk voice module that will allow
us to couple opensim with an asterisk VoIP gateway.
the patch below consists of
* AsteriskVoiceModule region module: alternative to the plain-vanilla
VoiceModule, will make XmlRpc calls out to an asterisk-opensim
frontend
* asterisk-opensim.py frontend, living in share/python/asterisk, takes
XmlRpc calls from the AsteriskVoiceModule
* account_update: to update/create a new SIP account (on
ProvisionVoiceAccountRequest)
* region_update: to update/create a new "region" conference call
(on ParcelVoiceInfo)
* a asterisk-opensim test client, living in share/python/asterisk, to
exercise astersik-opensim.py
this still does not give us voice in OpenSim, but it's another step on
this path...
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attached is a patch set that
* adds further robustness checks for the CreateUser and CreateRegion
XmlRpc
* fixes SceneManager.TryGetScene(IPEndPoint, Scene) --- contrary to my
expectation IPEndPoint.Address is not sufficient for a comparision,
IPEndPoint.Address.Address (the long representation) does work
however.
* add [RemoteAdmin] section to OpenSim.ini.example
* fixes XML doc comments
good night,
dirk
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when they were.
* A few things for testing.
* This makes a modification to the region registration with the grid server so that the region can send it a chosen password to identify itself. It will not cause any errors, if either one are not updated.
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where Region.XML files are stored. If not set, it will default to the usual location.
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* Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule.
* Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information.
* This also fleshes out the Economy API a bit more.
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of search capability to OpenSim in the form of a configurable
module.
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