| Commit message (Collapse) | Author | Age | Files | Lines |
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* Interestingly, OpenSim builds fine on mono under nant without these references (as nulls are passed in instead of the objects)
* But it appears other systems (at least VS2008) complain if the references aren't present
* Many thanks to Grumly57 for catching this!
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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* Does absolutely nothing at the moment
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build them in the first place. :)
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* This should fix the current DB4o build break (which is the first symptom)
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for now. It doesn't build on new mono at the moment, and
isn't currently used. Please make sure this functions on
mono 1.2.6 prior to adding it back in for the main tree.
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* updated disclaimer
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to support LLVector3, LLQuaternion and LLUUID
* Added PrimitiveBaseShapeTableMapper to show how it's done
NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
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the solution.
* Added conceptual TribalMedia.Framework.Data library; this is meant as a generic database layer abstraction library, that should be specialized into OpenSim.Framework.Data
* OpenSim.Framework.Data should subclass FieldMappers to extend LLVector3 and LLQuaternions
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Added old LSO code, will use it as base to create new LSO VM.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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namespace to mirror what is done with MySQL. This will require a
configuration change for people using SQLite for prims which is given
as an example in OpenSim.ini.example
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* Don't forget to prebuild
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Some debug info for startup added to find bugs. ++
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might end up with problems later.
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added to prebuild.xml
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because of dependencies. Made some changes to new LSLString.
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* Added Friends List methods to IUserData interface
* Created Stub friendslist Database Methods
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time. Prebuild generation ran fine on my Linux box without these, so I presume this is a Windows
related problem if these are missing
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* Added osTerrainGetHeight(int x, int y) to LSL commands
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yet except compiles a shell
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* This hasn't been tested in MSSQL mode, however it's been checked to make sure it doesn't cause any issues with mySQL/SQLlite
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* Made startup a little bit more forgiving on dll load
* Minor renamings and musings
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* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
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* prebuild now uses local copy of schema (for future expansions)
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out to a plugin.
To make opensim search for the new plugin, you will need to delete the "addin-db-000" and "addins" sub directories in bin if you have them.
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MS .net is fine with it.
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use Mono.addins for loading/management. (which is a pure .net solution so works on both Mono and MS .net, and is under the MIT license, will add the source code for the library later). I also suggest we look into switching to using Mono.addins for our Region module loading management.
A little bit more refactoring of Scene.
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*Added ability to load regioninfo remotely from a webserver from a single file. See share/RegionLoading/HOWTO_REMOTE_REGION_LOADING.txt for more info and an example file.
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extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock.
Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
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InevntoryServer
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Run this on a major grid, and weep
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resources from REST based web-services.
Currently it supports a barebones scheme for specifying the path of the resource and querying asynchroneously. POST method is still wacky and a good solid scheme for handling timeout still remain.
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