Misc cleanup.
parent
a42569d896
commit
9d9fcac038
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@ -520,7 +520,7 @@ namespace OpenSim.Framework
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}
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}
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/// <summary>
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/// <summary>
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/// Depreciated idea. Number of visitors ~= free money
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/// Deprecated idea. Number of visitors ~= free money
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/// </summary>
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/// </summary>
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public int Dwell {
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public int Dwell {
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get {
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get {
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@ -64,7 +64,7 @@ namespace OpenSim.Framework.Tests
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Vector3 StartPos = new Vector3(5, 23, 125);
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Vector3 StartPos = new Vector3(5, 23, 125);
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UUID SecureSessionId = UUID.Random();
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UUID SecureSessionId = UUID.Random();
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UUID SessionId = UUID.Random();
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// TODO: unused: UUID SessionId = UUID.Random();
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m_agentCircuitData1 = new AgentCircuitData();
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m_agentCircuitData1 = new AgentCircuitData();
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m_agentCircuitData1.AgentID = AgentId1;
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m_agentCircuitData1.AgentID = AgentId1;
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@ -161,7 +161,7 @@ namespace OpenSim.Framework.Tests
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/// Worker thread 0
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/// Worker thread 0
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/// </summary>
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/// </summary>
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/// <param name="o"></param>
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/// <param name="o"></param>
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public void run( object o)
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public void run(object o)
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{
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{
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while (running)
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while (running)
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{
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{
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@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["connect"] = OSD.FromBoolean(true);
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responseMap["connect"] = OSD.FromBoolean(true);
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@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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httpaddr = httpsCN;
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httpaddr = httpsCN;
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}
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"]
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responseMap["seed_capability"]
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= OSD.FromString(
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= OSD.FromString(
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regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
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regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
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@ -764,7 +764,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
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responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["session_id"] = OSD.FromUUID(SessionID);
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responseMap["session_id"] = OSD.FromUUID(SessionID);
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@ -851,7 +851,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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string rezRespSeedCap = "";
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string rezRespSeedCap = "";
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// DEPRECIATED
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// DEPRECATED
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if (rezResponseMap.ContainsKey("seed_capability"))
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if (rezResponseMap.ContainsKey("seed_capability"))
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rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
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rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
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@ -863,7 +863,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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if (rezResponseMap.ContainsKey("rez_avatar/rez"))
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if (rezResponseMap.ContainsKey("rez_avatar/rez"))
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rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
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rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
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// DEPRECIATED
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// DEPRECATED
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string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
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string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
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string rezRespSim_host = rezResponseMap["sim_host"].AsString();
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string rezRespSim_host = rezResponseMap["sim_host"].AsString();
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@ -879,13 +879,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
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{
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{
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RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
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RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
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}
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
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responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
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// REPLACEMENT r3
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// REPLACEMENT r3
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responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
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responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
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responseMap["sim_host"] = OSD.FromString(rezRespSim_host);
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responseMap["sim_host"] = OSD.FromString(rezRespSim_host);
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@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnNewClientDelegate(IClientAPI client);
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public delegate void OnNewClientDelegate(IClientAPI client);
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/// <summary>
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/// <summary>
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/// Depreciated in favour of OnClientConnect.
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/// Deprecated in favour of OnClientConnect.
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/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
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/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
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/// </summary>
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/// </summary>
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public event OnNewClientDelegate OnNewClient;
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public event OnNewClientDelegate OnNewClient;
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@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// Primitive Ray Tracing
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// Primitive Ray Tracing
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float closestDistance = 280f;
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float closestDistance = 280f;
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EntityIntersection returnResult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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List<EntityBase> EntityList = GetEntities();
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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foreach (EntityBase ent in EntityList)
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{
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{
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if (ent is SceneObjectGroup)
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if (ent is SceneObjectGroup)
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{
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (result.HitTF)
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if (inter.HitTF && inter.distance < closestDistance)
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{
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{
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if (result.distance < closestDistance)
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closestDistance = inter.distance;
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{
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result = inter;
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closestDistance = result.distance;
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returnResult = result;
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}
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}
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}
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}
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}
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}
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}
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return returnResult;
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return result;
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}
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}
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/// <summary>
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/// <summary>
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@ -979,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
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foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
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{
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{
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if (p.Name==name)
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if (p.Name == name)
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{
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{
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return p;
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return p;
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}
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}
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// If we get a result, we're going to find the closest result to the origin of the ray
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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lock (m_parts)
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lock (m_parts)
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{
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{
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@ -576,26 +576,23 @@ namespace OpenSim.Region.Framework.Scenes
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// when the camera crosses the border.
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// when the camera crosses the border.
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float idist = Constants.RegionSize;
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float idist = Constants.RegionSize;
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if (inter.HitTF)
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if (inter.HitTF)
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{
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{
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// We need to find the closest prim to return to the testcaller along the ray
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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if (inter.distance < idist)
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{
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{
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returnresult.HitTF = true;
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result.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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result.ipoint = inter.ipoint;
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returnresult.obj = part;
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result.obj = part;
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returnresult.normal = inter.normal;
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result.normal = inter.normal;
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returnresult.distance = inter.distance;
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result.distance = inter.distance;
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}
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}
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}
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}
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}
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}
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}
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}
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return returnresult;
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return result;
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}
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}
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/// <summary>
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/// <summary>
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/// Gets a vector representing the size of the bounding box containing all the prims in the group
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/// Gets a vector representing the size of the bounding box containing all the prims in the group
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/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
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/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
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frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
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frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
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frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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backTopLeft.X = orig.X + (part.Scale.X / 2);
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backTopLeft.X = orig.X + (part.Scale.X / 2);
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backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
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backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
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backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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if (backBottomLeft.Z < minZ)
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if (backBottomLeft.Z < minZ)
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minZ = backBottomLeft.Z;
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minZ = backBottomLeft.Z;
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}
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}
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}
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}
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Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
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Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
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// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
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// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
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return boundingBox;
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return boundingBox;
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}
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}
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#endregion
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#endregion
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public void SaveScriptedState(XmlTextWriter writer)
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public void SaveScriptedState(XmlTextWriter writer)
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@ -1029,8 +1025,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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//AttachToBackup();
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//AttachToBackup();
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//m_rootPart.ScheduleFullUpdate();
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//m_rootPart.ScheduleFullUpdate();
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}
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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}
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}
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}
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}
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}
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}
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// helper provided for parts.
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// helper provided for parts.
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public int GetSceneMaxUndo()
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public int GetSceneMaxUndo()
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{
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{
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@ -1183,7 +1180,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SceneObjectPart part = GetChildPart(localId);
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SceneObjectPart part = GetChildPart(localId);
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OnGrabPart(part, offsetPos, remoteClient);
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OnGrabPart(part, offsetPos, remoteClient);
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}
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}
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}
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}
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@ -1267,28 +1263,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
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m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
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{
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m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
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m_scriptListens_atTarget = true;
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}
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else
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{
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m_scriptListens_atTarget = false;
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}
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if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
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if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
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{
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m_scriptListens_notAtTarget = true;
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}
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else
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{
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m_scriptListens_notAtTarget = false;
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}
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if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
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{
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}
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else
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{
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{
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lock (m_targets)
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lock (m_targets)
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m_targets.Clear();
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m_targets.Clear();
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@ -1787,9 +1765,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Set the owner of the root part.
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/// Set the owner of the root part.
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/// </summary>
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/// </summary>
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@ -2710,11 +2710,10 @@ if (m_shape != null) {
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public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
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public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
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{
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{
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// In this case we're using a sphere with a radius of the largest dimention of the prim
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// In this case we're using a sphere with a radius of the largest dimension of the prim
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// TODO: Change to take shape into account
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// TODO: Change to take shape into account
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EntityIntersection result = new EntityIntersection();
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EntityIntersection returnresult = new EntityIntersection();
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Vector3 vAbsolutePosition = AbsolutePosition;
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Vector3 vAbsolutePosition = AbsolutePosition;
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Vector3 vScale = Scale;
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Vector3 vScale = Scale;
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Vector3 rOrigin = iray.Origin;
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Vector3 rOrigin = iray.Origin;
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Vector3 tmVal6 = vAbsolutePosition*rOrigin;
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Vector3 tmVal6 = vAbsolutePosition*rOrigin;
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// Set Radius to the largest dimension of the prim
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// Set Radius to the largest dimention of the prim
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float radius = 0f;
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float radius = 0f;
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if (vScale.X > radius)
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if (vScale.X > radius)
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radius = vScale.X;
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radius = vScale.X;
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@ -2765,7 +2763,7 @@ if (m_shape != null) {
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if (rootsqr < 0.0f)
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if (rootsqr < 0.0f)
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{
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{
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// No intersection
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// No intersection
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return returnresult;
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return result;
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}
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}
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float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
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float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
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@ -2778,7 +2776,7 @@ if (m_shape != null) {
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if (root < 0.0f)
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if (root < 0.0f)
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{
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{
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// nope, no intersection
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// nope, no intersection
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return returnresult;
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return result;
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}
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}
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}
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}
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@ -2788,12 +2786,12 @@ if (m_shape != null) {
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new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
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new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
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iray.Origin.Z + (iray.Direction.Z*root));
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iray.Origin.Z + (iray.Direction.Z*root));
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returnresult.HitTF = true;
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result.HitTF = true;
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returnresult.ipoint = ipoint;
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result.ipoint = ipoint;
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// Normal is calculated by the difference and then normalizing the result
|
// Normal is calculated by the difference and then normalizing the result
|
||||||
Vector3 normalpart = ipoint - vAbsolutePosition;
|
Vector3 normalpart = ipoint - vAbsolutePosition;
|
||||||
returnresult.normal = normalpart / normalpart.Length();
|
result.normal = normalpart / normalpart.Length();
|
||||||
|
|
||||||
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
|
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
|
||||||
// I can write a function to do it.. but I like the fact that this one is Static.
|
// I can write a function to do it.. but I like the fact that this one is Static.
|
||||||
|
@ -2802,9 +2800,9 @@ if (m_shape != null) {
|
||||||
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
|
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
|
||||||
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
|
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
|
||||||
|
|
||||||
returnresult.distance = distance;
|
result.distance = distance;
|
||||||
|
|
||||||
return returnresult;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
|
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
|
||||||
|
@ -3008,9 +3006,9 @@ if (m_shape != null) {
|
||||||
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
|
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityIntersection returnresult = new EntityIntersection();
|
EntityIntersection result = new EntityIntersection();
|
||||||
|
|
||||||
returnresult.distance = 1024;
|
result.distance = 1024;
|
||||||
float c = 0;
|
float c = 0;
|
||||||
float a = 0;
|
float a = 0;
|
||||||
float d = 0;
|
float d = 0;
|
||||||
|
@ -3030,7 +3028,7 @@ if (m_shape != null) {
|
||||||
//{
|
//{
|
||||||
//if (iray.Origin.Dot(normals[i]) > d)
|
//if (iray.Origin.Dot(normals[i]) > d)
|
||||||
//{
|
//{
|
||||||
//return returnresult;
|
//return result;
|
||||||
//}
|
//}
|
||||||
// else
|
// else
|
||||||
//{
|
//{
|
||||||
|
@ -3044,7 +3042,7 @@ if (m_shape != null) {
|
||||||
//{
|
//{
|
||||||
//if (a > fmin)
|
//if (a > fmin)
|
||||||
//{
|
//{
|
||||||
//return returnresult;
|
//return result;
|
||||||
//}
|
//}
|
||||||
//fmax = a;
|
//fmax = a;
|
||||||
//}
|
//}
|
||||||
|
@ -3056,7 +3054,7 @@ if (m_shape != null) {
|
||||||
//{
|
//{
|
||||||
//if (a < 0 || a < fmax)
|
//if (a < 0 || a < fmax)
|
||||||
//{
|
//{
|
||||||
//return returnresult;
|
//return result;
|
||||||
//}
|
//}
|
||||||
//fmin = a;
|
//fmin = a;
|
||||||
//}
|
//}
|
||||||
|
@ -3112,17 +3110,17 @@ if (m_shape != null) {
|
||||||
// distance2 = (float)GetDistanceTo(q, iray.Origin);
|
// distance2 = (float)GetDistanceTo(q, iray.Origin);
|
||||||
//}
|
//}
|
||||||
|
|
||||||
if (distance2 < returnresult.distance)
|
if (distance2 < result.distance)
|
||||||
{
|
{
|
||||||
returnresult.distance = distance2;
|
result.distance = distance2;
|
||||||
returnresult.HitTF = true;
|
result.HitTF = true;
|
||||||
returnresult.ipoint = q;
|
result.ipoint = q;
|
||||||
//m_log.Info("[FACE]:" + i.ToString());
|
//m_log.Info("[FACE]:" + i.ToString());
|
||||||
//m_log.Info("[POINT]: " + q.ToString());
|
//m_log.Info("[POINT]: " + q.ToString());
|
||||||
//m_log.Info("[DIST]: " + distance2.ToString());
|
//m_log.Info("[DIST]: " + distance2.ToString());
|
||||||
if (faceCenters)
|
if (faceCenters)
|
||||||
{
|
{
|
||||||
returnresult.normal = AAfacenormals[i] * AXrot;
|
result.normal = AAfacenormals[i] * AXrot;
|
||||||
|
|
||||||
Vector3 scaleComponent = AAfacenormals[i];
|
Vector3 scaleComponent = AAfacenormals[i];
|
||||||
float ScaleOffset = 0.5f;
|
float ScaleOffset = 0.5f;
|
||||||
|
@ -3130,20 +3128,20 @@ if (m_shape != null) {
|
||||||
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
|
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
|
||||||
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
|
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
|
||||||
ScaleOffset = Math.Abs(ScaleOffset);
|
ScaleOffset = Math.Abs(ScaleOffset);
|
||||||
Vector3 offset = returnresult.normal * ScaleOffset;
|
Vector3 offset = result.normal * ScaleOffset;
|
||||||
returnresult.ipoint = AXpos + offset;
|
result.ipoint = AXpos + offset;
|
||||||
|
|
||||||
///pos = (intersectionpoint + offset);
|
///pos = (intersectionpoint + offset);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
returnresult.normal = normals[i];
|
result.normal = normals[i];
|
||||||
}
|
}
|
||||||
returnresult.AAfaceNormal = AAfacenormals[i];
|
result.AAfaceNormal = AAfacenormals[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return returnresult;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
|
@ -212,6 +212,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
|
||||||
bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
|
bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
|
||||||
double Bloom { get; set; } // SetPrimParms(GLOW)
|
double Bloom { get; set; } // SetPrimParms(GLOW)
|
||||||
bool Shiny { get; set; } // SetPrimParms(SHINY)
|
bool Shiny { get; set; } // SetPrimParms(SHINY)
|
||||||
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
|
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -347,18 +347,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// zero out a heightmap array float array (single dimention [flattened]))
|
// zero out a heightmap array float array (single dimension [flattened]))
|
||||||
if ((int)Constants.RegionSize == 256)
|
if ((int)Constants.RegionSize == 256)
|
||||||
_heightmap = new float[514*514];
|
_heightmap = new float[514*514];
|
||||||
else
|
else
|
||||||
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
|
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
|
||||||
_watermap = new float[258 * 258];
|
_watermap = new float[258 * 258];
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Zero out the prim spaces array (we split our space into smaller spaces so
|
// Zero out the prim spaces array (we split our space into smaller spaces so
|
||||||
// we can hit test less.
|
// we can hit test less.
|
||||||
}
|
}
|
||||||
|
@ -2197,7 +2192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Called when a static prim moves. Allocates a space for the prim based on it's position
|
/// Called when a static prim moves. Allocates a space for the prim based on its position
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="geom">the pointer to the geom that moved</param>
|
/// <param name="geom">the pointer to the geom that moved</param>
|
||||||
/// <param name="pos">the position that the geom moved to</param>
|
/// <param name="pos">the position that the geom moved to</param>
|
||||||
|
@ -3013,7 +3008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
float[] returnarr = new float[262144];
|
float[] returnarr = new float[262144];
|
||||||
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
|
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
|
||||||
|
|
||||||
// Filling out the array into it's multi-dimentional components
|
// Filling out the array into its multi-dimensional components
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < m_regionHeight; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < m_regionWidth; x++)
|
||||||
|
@ -3126,7 +3121,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
float[] returnarr = new float[262144];
|
float[] returnarr = new float[262144];
|
||||||
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
|
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
|
||||||
|
|
||||||
// Filling out the array into it's multi-dimentional components
|
// Filling out the array into its multi-dimensional components
|
||||||
for (int y = 0; y < m_regionHeight; y++)
|
for (int y = 0; y < m_regionHeight; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < m_regionWidth; x++)
|
for (int x = 0; x < m_regionWidth; x++)
|
||||||
|
|
|
@ -4,7 +4,7 @@
|
||||||
save_crashes = false
|
save_crashes = false
|
||||||
|
|
||||||
; Directory to save crashes to if above is enabled
|
; Directory to save crashes to if above is enabled
|
||||||
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
||||||
crash_dir = "crashes"
|
crash_dir = "crashes"
|
||||||
|
|
||||||
; Place to create a PID file
|
; Place to create a PID file
|
||||||
|
@ -14,16 +14,16 @@
|
||||||
; Set HttpProxy to the URL for your proxy server if you would like
|
; Set HttpProxy to the URL for your proxy server if you would like
|
||||||
; to proxy llHTTPRequests through a firewall
|
; to proxy llHTTPRequests through a firewall
|
||||||
; HttpProxy = "http://proxy.com"
|
; HttpProxy = "http://proxy.com"
|
||||||
; Set HttpProxyExceptions to a list of regular expressions for
|
; Set HttpProxyExceptions to a list of regular expressions for
|
||||||
; URLs that you don't want going through the proxy such as servers
|
; URLs that you don't want going through the proxy such as servers
|
||||||
; inside your firewall, separate patterns with a ';'
|
; inside your firewall, separate patterns with a ';'
|
||||||
; HttpProxyExceptions = ".mydomain.com;localhost"
|
; HttpProxyExceptions = ".mydomain.com;localhost"
|
||||||
|
|
||||||
; Set this to true if you are connecting your OpenSimulator regions to a grid
|
; Set this to true if you are connecting your regions to a grid
|
||||||
; Set this to false if you are running OpenSimulator in standalone mode
|
; Set this to false if you are running in standalone mode
|
||||||
gridmode = false
|
gridmode = false
|
||||||
|
|
||||||
; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
|
; Set this to true if you want Hypergrid functionality
|
||||||
hypergrid = false
|
hypergrid = false
|
||||||
|
|
||||||
startup_console_commands_file = "startup_commands.txt"
|
startup_console_commands_file = "startup_commands.txt"
|
||||||
|
@ -39,7 +39,7 @@
|
||||||
; Enables EventQueueGet Service.
|
; Enables EventQueueGet Service.
|
||||||
EventQueue = true
|
EventQueue = true
|
||||||
|
|
||||||
; Set this to the DLL containig the client stack to use.
|
; Set this to the DLL containing the client stack to use.
|
||||||
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
|
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
|
||||||
|
|
||||||
; ##
|
; ##
|
||||||
|
@ -60,7 +60,7 @@
|
||||||
; except that everything is also enclosed in a <Regions> tag.
|
; except that everything is also enclosed in a <Regions> tag.
|
||||||
; regionload_webserver_url = "http://example.com/regions.xml";
|
; regionload_webserver_url = "http://example.com/regions.xml";
|
||||||
|
|
||||||
; Draw objects on maptile. This step might take a long time if you've got a huge amount of
|
; Draw objects on maptile. This step might take a long time if you've got a large number of
|
||||||
; objects, so you can turn it off here if you'd like.
|
; objects, so you can turn it off here if you'd like.
|
||||||
DrawPrimOnMapTile = true
|
DrawPrimOnMapTile = true
|
||||||
; Use terrain texture for maptiles if true, use shaded green if false
|
; Use terrain texture for maptiles if true, use shaded green if false
|
||||||
|
@ -109,11 +109,11 @@
|
||||||
; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
|
; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
|
||||||
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
|
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
|
||||||
; locally. This will mean you won't be able to take items using your assets to other people's regions.
|
; locally. This will mean you won't be able to take items using your assets to other people's regions.
|
||||||
|
|
||||||
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
|
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
|
||||||
; prevent frequently changing objects from heavily loading the region data store.
|
; prevent frequently changing objects from heavily loading the region data store.
|
||||||
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
|
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
|
||||||
;
|
;
|
||||||
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
|
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
|
||||||
MinimumTimeBeforePersistenceConsidered = 60
|
MinimumTimeBeforePersistenceConsidered = 60
|
||||||
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
|
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
|
||||||
|
@ -129,11 +129,11 @@
|
||||||
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
|
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
|
||||||
physical_prim = true
|
physical_prim = true
|
||||||
|
|
||||||
; Select a mesher here. ZeroMesher is save and fast.
|
; Select a mesher here. ZeroMesher is safe and fast.
|
||||||
; ZeroMesher also means that the physics engine models the physics of prims
|
; ZeroMesher also means that the physics engine models the physics of prims
|
||||||
; sticking to the basic shapes the engine does support. Usually this is only a box.
|
; sticking to the basic shapes the engine does support. Usually this is only a box.
|
||||||
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
|
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
|
||||||
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
|
; Note that only ODE physics currently deals with meshed prims in a satisfactory way
|
||||||
;
|
;
|
||||||
meshing = ZeroMesher
|
meshing = ZeroMesher
|
||||||
;meshing = Meshmerizer
|
;meshing = Meshmerizer
|
||||||
|
@ -165,20 +165,20 @@
|
||||||
|
|
||||||
; Control user types that are allowed to create new scripts
|
; Control user types that are allowed to create new scripts
|
||||||
; Only enforced if serviceside_object_permissions is true
|
; Only enforced if serviceside_object_permissions is true
|
||||||
;
|
;
|
||||||
; Current possible values are
|
; Current possible values are
|
||||||
; all - anyone can create scripts (subject to normal permissions)
|
; all - anyone can create scripts (subject to normal permissions)
|
||||||
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
|
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
|
||||||
; Default value is all
|
; Default value is all
|
||||||
; allowed_script_creators = all
|
; allowed_script_creators = all
|
||||||
|
|
||||||
; Control user types that are allowed to edit (save) scripts
|
; Control user types that are allowed to edit (save) scripts
|
||||||
; Only enforced if serviceside_object_permissions is true
|
; Only enforced if serviceside_object_permissions is true
|
||||||
;
|
;
|
||||||
; Current possible values are
|
; Current possible values are
|
||||||
; all - anyone can edit scripts (subject to normal permissions)
|
; all - anyone can edit scripts (subject to normal permissions)
|
||||||
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
|
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
|
||||||
; Default value is all
|
; Default value is all
|
||||||
; allowed_script_editors = all
|
; allowed_script_editors = all
|
||||||
|
|
||||||
; ##
|
; ##
|
||||||
|
@ -220,9 +220,9 @@
|
||||||
; FLYSLOW, and the "always run" state will be the regular fly.
|
; FLYSLOW, and the "always run" state will be the regular fly.
|
||||||
|
|
||||||
enableflyslow = false
|
enableflyslow = false
|
||||||
|
|
||||||
; PreJump is an additional animation state, but it probably
|
; PreJump is an additional animation state, but it probably
|
||||||
; won't look right until the physics engine supports it
|
; won't look right until the physics engine supports it
|
||||||
; (i.e delays takeoff for a moment)
|
; (i.e delays takeoff for a moment)
|
||||||
|
|
||||||
; This is commented so it will come on automatically once it's
|
; This is commented so it will come on automatically once it's
|
||||||
|
@ -290,7 +290,7 @@
|
||||||
; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
|
; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
|
||||||
; Default is ./inventory/Libraries.xml
|
; Default is ./inventory/Libraries.xml
|
||||||
LibrariesXMLFile="./inventory/Libraries.xml"
|
LibrariesXMLFile="./inventory/Libraries.xml"
|
||||||
|
|
||||||
[Network]
|
[Network]
|
||||||
http_listener_port = 9000
|
http_listener_port = 9000
|
||||||
default_location_x = 1000
|
default_location_x = 1000
|
||||||
|
@ -337,10 +337,10 @@
|
||||||
|
|
||||||
[ClientStack.LindenUDP]
|
[ClientStack.LindenUDP]
|
||||||
; This is the multiplier applied to all client throttles for outgoing UDP network data
|
; This is the multiplier applied to all client throttles for outgoing UDP network data
|
||||||
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
|
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
|
||||||
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
|
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
|
||||||
; will actually push down data at a maximum rate of 750 kilobits per second).
|
; will actually push down data at a maximum rate of 750 kilobits per second).
|
||||||
;
|
;
|
||||||
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
|
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
|
||||||
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
|
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
|
||||||
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
|
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
|
||||||
|
@ -350,11 +350,11 @@
|
||||||
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
|
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
|
||||||
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
|
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
|
||||||
; of textures at different levels of quality is improved.
|
; of textures at different levels of quality is improved.
|
||||||
;
|
;
|
||||||
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
|
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
|
||||||
; unexpected difficulties
|
; unexpected difficulties
|
||||||
client_throttle_multiplier = 2;
|
client_throttle_multiplier = 2;
|
||||||
|
|
||||||
; the client socket receive buffer size determines how many
|
; the client socket receive buffer size determines how many
|
||||||
; incoming requests we can process; the default on .NET is 8192
|
; incoming requests we can process; the default on .NET is 8192
|
||||||
; which is about 2 4k-sized UDP datagrams. On mono this is
|
; which is about 2 4k-sized UDP datagrams. On mono this is
|
||||||
|
@ -429,9 +429,8 @@
|
||||||
; surface layer around geometries other geometries can sink into before generating a contact
|
; surface layer around geometries other geometries can sink into before generating a contact
|
||||||
world_contact_surface_layer = 0.001
|
world_contact_surface_layer = 0.001
|
||||||
|
|
||||||
; Filtering Collisions helps keep things stable physics wise, but sometimes
|
; Filtering collisions helps keep things stable physics wise, but sometimes
|
||||||
; it can be over zealous. If you notice bouncing, chances are it's being just
|
; it can be overzealous. If you notice bouncing, chances are it's that.
|
||||||
; that
|
|
||||||
filter_collisions = false
|
filter_collisions = false
|
||||||
|
|
||||||
; Non Moving Terrain Contact (avatar isn't moving)
|
; Non Moving Terrain Contact (avatar isn't moving)
|
||||||
|
@ -551,15 +550,15 @@
|
||||||
; ## Joint support
|
; ## Joint support
|
||||||
; ##
|
; ##
|
||||||
|
|
||||||
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
||||||
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||||
; default is false
|
; default is false
|
||||||
;use_NINJA_physics_joints = true
|
;use_NINJA_physics_joints = true
|
||||||
|
|
||||||
; ##
|
; ##
|
||||||
; ## additional meshing options
|
; ## additional meshing options
|
||||||
; ##
|
; ##
|
||||||
|
|
||||||
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
||||||
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
||||||
; true. Note that this will increase memory usage and region startup time. Default is false.
|
; true. Note that this will increase memory usage and region startup time. Default is false.
|
||||||
|
@ -602,10 +601,10 @@
|
||||||
;region_limit = 0
|
;region_limit = 0
|
||||||
|
|
||||||
; enable only those methods you deem to be appropriate using a | delimited whitelist
|
; enable only those methods you deem to be appropriate using a | delimited whitelist
|
||||||
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
||||||
; if this parameter is not specified but enabled = true, all methods will be available
|
; if this parameter is not specified but enabled = true, all methods will be available
|
||||||
enabled_methods = all
|
enabled_methods = all
|
||||||
|
|
||||||
|
|
||||||
[RestPlugins]
|
[RestPlugins]
|
||||||
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
||||||
|
@ -739,7 +738,7 @@
|
||||||
; Density of cloud cover 0.0 to 1.0 Defult 0.5
|
; Density of cloud cover 0.0 to 1.0 Defult 0.5
|
||||||
density = 0.5
|
density = 0.5
|
||||||
|
|
||||||
; update interval for the cloud cover data returned by llCloud().
|
; update interval for the cloud cover data returned by llCloud().
|
||||||
; default is 1000
|
; default is 1000
|
||||||
cloud_update_rate = 1000
|
cloud_update_rate = 1000
|
||||||
|
|
||||||
|
@ -914,7 +913,7 @@
|
||||||
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
|
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
|
||||||
snapshot_cache_directory = "DataSnapshot"
|
snapshot_cache_directory = "DataSnapshot"
|
||||||
|
|
||||||
; This semicolon-separated string serves to notify specific data services about the existence
|
; This semicolon-separated string serves to notify specific data services about the existence
|
||||||
; of this sim. Uncomment if you want to index your data with this and/or other search providers.
|
; of this sim. Uncomment if you want to index your data with this and/or other search providers.
|
||||||
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
||||||
|
|
||||||
|
@ -997,7 +996,7 @@
|
||||||
DefaultCompileLanguage = lsl
|
DefaultCompileLanguage = lsl
|
||||||
|
|
||||||
; List of allowed languages (lsl,vb,js,cs)
|
; List of allowed languages (lsl,vb,js,cs)
|
||||||
; AllowedCompilers=lsl,cs,js,vb.
|
; AllowedCompilers=lsl,cs,js,vb.
|
||||||
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
|
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
|
||||||
AllowedCompilers=lsl
|
AllowedCompilers=lsl
|
||||||
|
|
||||||
|
@ -1050,13 +1049,13 @@
|
||||||
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
||||||
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
||||||
|
|
||||||
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
||||||
; only enable this in a trusted environment otherwise you may be subject to hijacking
|
; only enable this in a trusted environment otherwise you may be subject to hijacking
|
||||||
; AutomaticLinkPermission = false
|
; AutomaticLinkPermission = false
|
||||||
|
|
||||||
; Disable underground movement of prims (default true); set to
|
; Disable underground movement of prims (default true); set to
|
||||||
; false to allow script controlled underground positioning of
|
; false to allow script controlled underground positioning of
|
||||||
; prims
|
; prims
|
||||||
; DisableUndergroundMovement = true
|
; DisableUndergroundMovement = true
|
||||||
|
|
||||||
|
|
||||||
|
@ -1164,7 +1163,7 @@
|
||||||
[MRM]
|
[MRM]
|
||||||
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
|
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
|
||||||
; default is false
|
; default is false
|
||||||
Enabled = false
|
Enabled = false
|
||||||
|
|
||||||
|
|
||||||
[Hypergrid]
|
[Hypergrid]
|
||||||
|
@ -1176,7 +1175,7 @@
|
||||||
; The VivoxVoice module will allow you to provide voice on your
|
; The VivoxVoice module will allow you to provide voice on your
|
||||||
; region(s). It uses the same voice technology as the LL grid and
|
; region(s). It uses the same voice technology as the LL grid and
|
||||||
; works with recent LL clients (we have tested 1.22.9.110075, so
|
; works with recent LL clients (we have tested 1.22.9.110075, so
|
||||||
; anything later ought to be fine as well).
|
; anything later ought to be fine as well).
|
||||||
;
|
;
|
||||||
; For this to work you need to obtain an admin account from Vivox
|
; For this to work you need to obtain an admin account from Vivox
|
||||||
; that allows you to create voice accounts and region channels.
|
; that allows you to create voice accounts and region channels.
|
||||||
|
@ -1234,14 +1233,14 @@
|
||||||
; In order for this to work you need a functioning freeswitch pbx set
|
; In order for this to work you need a functioning freeswitch pbx set
|
||||||
; up. Configuration for that will be posted in the wiki soon.
|
; up. Configuration for that will be posted in the wiki soon.
|
||||||
enabled = false
|
enabled = false
|
||||||
;FreeSwitch server is going to contact us and ask us all
|
;FreeSwitch server is going to contact us and ask us all
|
||||||
;sorts of things.
|
;sorts of things.
|
||||||
freeswitch_server_user = freeswitch
|
freeswitch_server_user = freeswitch
|
||||||
freeswitch_server_pass = password
|
freeswitch_server_pass = password
|
||||||
freeswitch_api_prefix = /api
|
freeswitch_api_prefix = /api
|
||||||
; this is the IP of your sim
|
; this is the IP of your sim
|
||||||
freeswitch_service_server = ip.address.of.your.sim
|
freeswitch_service_server = ip.address.of.your.sim
|
||||||
;freeswitch_service_port = 80
|
;freeswitch_service_port = 80
|
||||||
; this should be the same port the region listens on
|
; this should be the same port the region listens on
|
||||||
freeswitch_service_port = 9000
|
freeswitch_service_port = 9000
|
||||||
freeswitch_realm = ip.address.of.freeswitch.server
|
freeswitch_realm = ip.address.of.freeswitch.server
|
||||||
|
@ -1251,15 +1250,15 @@
|
||||||
freeswitch_echo_server = ip.address.of.freeswitch.server
|
freeswitch_echo_server = ip.address.of.freeswitch.server
|
||||||
freeswitch_echo_port = 50505
|
freeswitch_echo_port = 50505
|
||||||
freeswitch_well_known_ip = ip.address.of.freeswitch.server
|
freeswitch_well_known_ip = ip.address.of.freeswitch.server
|
||||||
|
|
||||||
;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
|
;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
|
||||||
;This is used by client for account verification. By default, it's the same as the freeswitch service server.
|
;This is used by client for account verification. By default, it's the same as the freeswitch service server.
|
||||||
|
|
||||||
;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
|
;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
|
||||||
|
|
||||||
freeswitch_default_timeout = 5000
|
freeswitch_default_timeout = 5000
|
||||||
freeswitch_subscribe_retry = 120
|
freeswitch_subscribe_retry = 120
|
||||||
; freeswitch_password_reset_url =
|
; freeswitch_password_reset_url =
|
||||||
|
|
||||||
|
|
||||||
[Groups]
|
[Groups]
|
||||||
|
@ -1268,19 +1267,19 @@
|
||||||
; This is the current groups stub in Region.CoreModules.Avatar.Groups
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups
|
||||||
Module = Default
|
Module = Default
|
||||||
|
|
||||||
; The PHP code for the server is available from the Flotsam project for you to deploy
|
; The PHP code for the server is available from the Flotsam project for you to deploy
|
||||||
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
|
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
|
||||||
;
|
;
|
||||||
;Module = GroupsModule
|
;Module = GroupsModule
|
||||||
|
|
||||||
; Enable Group Notices
|
; Enable Group Notices
|
||||||
;NoticesEnabled = true
|
;NoticesEnabled = true
|
||||||
|
|
||||||
; This makes the Groups modules very chatty on the console.
|
; This makes the Groups modules very chatty on the console.
|
||||||
;DebugEnabled = true
|
;DebugEnabled = true
|
||||||
|
|
||||||
; Specify which messaging module to use for groups messaging and if it's enabled
|
; Specify which messaging module to use for groups messaging and if it's enabled
|
||||||
;MessagingModule = GroupsMessagingModule
|
;MessagingModule = GroupsMessagingModule
|
||||||
;MessagingEnabled = true
|
;MessagingEnabled = true
|
||||||
|
|
||||||
; Service connector to Groups Service [Select One]
|
; Service connector to Groups Service [Select One]
|
||||||
|
@ -1290,9 +1289,9 @@
|
||||||
;XmlRpcServiceReadKey = 1234
|
;XmlRpcServiceReadKey = 1234
|
||||||
;XmlRpcServiceWriteKey = 1234
|
;XmlRpcServiceWriteKey = 1234
|
||||||
|
|
||||||
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
||||||
; this is a work around fora problem discovered on some Windows based region servers.
|
; this is a work around fora problem discovered on some Windows based region servers.
|
||||||
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
||||||
; System.Net.WebException: The request was aborted: The request was canceled.
|
; System.Net.WebException: The request was aborted: The request was canceled.
|
||||||
;
|
;
|
||||||
; XmlRpcDisableKeepAlive = false
|
; XmlRpcDisableKeepAlive = false
|
||||||
|
@ -1321,7 +1320,7 @@
|
||||||
;FullUpdateRate=14
|
;FullUpdateRate=14
|
||||||
|
|
||||||
;PacketMTU = 1400
|
;PacketMTU = 1400
|
||||||
|
|
||||||
; TextureUpdateRate (mS) determines how many times per second
|
; TextureUpdateRate (mS) determines how many times per second
|
||||||
; texture send processing will occur. The default is 100mS.
|
; texture send processing will occur. The default is 100mS.
|
||||||
;
|
;
|
||||||
|
@ -1371,7 +1370,6 @@
|
||||||
; to customize your data
|
; to customize your data
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
;; The below pulls in optional module config files
|
;; The below pulls in optional module config files
|
||||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||||
|
|
Loading…
Reference in New Issue