Merge branch 'master' into careminster-presence-refactor
Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.csavinationmerge
commit
231feab57f
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@ -44,6 +44,7 @@ namespace OpenSim.Framework.Console
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private readonly object m_syncRoot = new object();
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private const string LOGLEVEL_NONE = "(none)";
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private int y = -1;
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private int cp = 0;
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@ -278,22 +279,25 @@ namespace OpenSim.Framework.Console
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private void WriteLocalText(string text, string level)
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{
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string regex = @"^(?<Front>.*?)\[(?<Category>[^\]]+)\]:?(?<End>.*)";
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Regex RE = new Regex(regex, RegexOptions.Multiline);
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MatchCollection matches = RE.Matches(text);
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string outText = text;
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if (matches.Count == 1)
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if (level != LOGLEVEL_NONE)
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{
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outText = matches[0].Groups["End"].Value;
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System.Console.Write(matches[0].Groups["Front"].Value);
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string regex = @"^(?<Front>.*?)\[(?<Category>[^\]]+)\]:?(?<End>.*)";
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System.Console.Write("[");
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WriteColorText(DeriveColor(matches[0].Groups["Category"].Value),
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matches[0].Groups["Category"].Value);
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System.Console.Write("]:");
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Regex RE = new Regex(regex, RegexOptions.Multiline);
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MatchCollection matches = RE.Matches(text);
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if (matches.Count == 1)
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{
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outText = matches[0].Groups["End"].Value;
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System.Console.Write(matches[0].Groups["Front"].Value);
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System.Console.Write("[");
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WriteColorText(DeriveColor(matches[0].Groups["Category"].Value),
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matches[0].Groups["Category"].Value);
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System.Console.Write("]:");
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}
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}
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if (level == "error")
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@ -308,7 +312,7 @@ namespace OpenSim.Framework.Console
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public override void Output(string text)
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{
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Output(text, "normal");
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Output(text, LOGLEVEL_NONE);
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}
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public override void Output(string text, string level)
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@ -140,10 +140,10 @@ namespace OpenSim.Framework.Tests
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settings.Save();
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settings.OnSave -= RegionSaveFired;
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string str = settings.LoadedCreationDate;
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int dt = settings.LoadedCreationDateTime;
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string id = settings.LoadedCreationID;
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string time = settings.LoadedCreationTime;
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// string str = settings.LoadedCreationDate;
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// int dt = settings.LoadedCreationDateTime;
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// string id = settings.LoadedCreationID;
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// string time = settings.LoadedCreationTime;
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Assert.That(m_RegionSettingsOnSaveEventFired, "RegionSettings Save Event didn't Fire");
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@ -179,11 +179,13 @@ namespace OpenSim.Region.Framework.Scenes
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public void Reset()
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{
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if (m_pendingObjects != null)
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{
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lock (m_pendingObjects)
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{
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if (m_pendingObjects == null)
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return;
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lock (m_pendingObjects)
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{
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if (m_pendingObjects != null)
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{
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m_pendingObjects.Clear();
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m_pendingObjects = null;
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}
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@ -81,7 +81,8 @@ namespace OpenSim.Region.Physics.Meshing
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{
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IConfig start_config = config.Configs["Startup"];
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
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cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
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try
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{
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@ -13,7 +13,10 @@
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;; An empty question will set the default if the dependencies are
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;; satisfied.
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;;
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;; ; denotes a commented option. It is ignored.
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;; ; denotes a commented out option. Uncomment it to actvate it
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;; and change it to the desired value
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;; Any options added to OpenSim.ini.exmaple must be commented out,
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;; and their value must represent the default.
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[Startup]
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;# {save_crashes} {} {Save crashes to disk?} {true false} false
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@ -139,7 +139,15 @@
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;; Path to decoded sculpty maps
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;; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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;# {CacheSculptMaps} {Cache decoded sculpt maps?} {true false} true
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;; if you use Meshmerizer and want sculpt map collisions, setting this to
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;; to true will store decoded sculpt maps in a special folder in your bin
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;; folder, which can reduce startup times by reducing asset requests. Some
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;; versions of mono dont work well when reading the cache files, so set this
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;; to false if you have compatability problems.
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; CacheSculptMaps = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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