Commit Graph

30518 Commits (052e4a060ceed35eeda623cee9a9826cc1e7b8f8)

Author SHA1 Message Date
MW 19fe9a0208 Do I really have to write a log entry, can't I just hide this commit somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice. 2007-11-04 10:40:28 +00:00
Tleiades Hax dfc6108f1b removed our own inplementation of UUID's, it wasn't used anywhere. 2007-11-04 06:15:43 +00:00
darok bcc0f3265d Fixes a bug with a ZERO Quaternion when creating a prim. 2007-11-03 20:50:11 +00:00
darok fbf3c6a768 Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D 2007-11-03 19:33:00 +00:00
MW dabbdec2cd First part of Scene refactoring:
Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). 
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
2007-11-03 19:14:22 +00:00
MW add6fb9722 tiny commit to prepare for the first proper part of Scene.cs refactoring. 2007-11-03 19:03:56 +00:00
mingchen b51a900beb *Master Avatar can be specified by a previous UUID in either grid mode or standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified. 2007-11-03 17:49:45 +00:00
lbsa71 5b4e4cb3ac * Removed unused UDPServerBase 2007-11-03 15:51:02 +00:00
mingchen e46451c1d1 *Fixed prebuild.xml...again 2007-11-03 15:40:24 +00:00
mingchen 9c0ba3578d *Fixing the prebuild.xml 2007-11-03 15:23:40 +00:00
mingchen 51488ee7f4 *Moved region loading into its own interface IRegionLoader
*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.
2007-11-03 15:09:21 +00:00
MW 91c2c3c096 testing different rest post method/class for Grid asset client. (possible that I haven't set the post url correctly) 2007-11-03 14:04:59 +00:00
darok f8e0cf0f1d Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications. 2007-11-03 10:25:43 +00:00
MW a30866ed45 Added temporary try catch to udpserver while testing something out (will remove later) 2007-11-02 14:54:56 +00:00
Sean Dague 21e47f8ef0 debug tracing for asset server hangs 2007-11-01 22:01:26 +00:00
Tleiades Hax 317ef312bd Need to clean up resources when creating/updating assets 2007-11-01 21:38:41 +00:00
Tleiades Hax cb2ae6eaed 2007-11-01 21:36:47 +00:00
Tedd Hansen dcf41cb683 ScriptServer fixes: Added more debug logging, mutex lock (to be 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.
2007-11-01 19:27:03 +00:00
lbsa71 4fad66f855 * Diuerse beavtificatems 2007-11-01 19:19:05 +00:00
darok bda35705e6 Partialy fixed a bug with collisions in BulletXPlugin. 2007-11-01 19:12:06 +00:00
darok 4faa824c3e Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim. 2007-11-01 17:49:56 +00:00
MW 7a66eff8af renamed FetchAsset to RequestAsset on IAssetServer, as think its a more fitting name. As the call shouldn't actually return the data, but just add a request for the data to be sent back via the callback. 2007-11-01 17:28:38 +00:00
MW 88f04731ca Test on the grid asset problem, don't update to this version unless you just want to test to see if this fixes anything (but it could just as well break grid assets even more). 2007-11-01 15:54:59 +00:00
Tedd Hansen 2aa9440437 Goodbye LSO to .Net translator. May your bits live on in our memories. 2007-11-01 15:13:04 +00:00
Charles Krinke 8af272b3ab Thank you, Melanie for solving: When receiving an ObjectAdd packet, the Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation. 2007-11-01 03:56:54 +00:00
Charles Krinke 41e71e5548 Thank you Melanie for a patch to SceneObjectPart.cs so that on first transmission of task data to the connection of the creator/owner, the CreateSelected bit in the object flags is now set. 2007-11-01 02:49:33 +00:00
lbsa71 b3aa6e616b * Took a stab at #500 by making sure there is only one place stuff gets added, and that that place is thread-aware.
* Refactored it to TryGetValue instead of Contains
2007-10-31 20:39:52 +00:00
Tleiades Hax 5fb956f75a Improved logging, to identify which asset fetch caused an execption during retrieval of assets from the asset server 2007-10-31 18:49:40 +00:00
Sean Dague e729accdac redefault to sqlite for all services, especially now that
we can run without a config file
2007-10-31 14:41:04 +00:00
Sean Dague 048939fbb5 fix typo in filename 2007-10-31 14:08:12 +00:00
lbsa71 0d528e1d22 * Added a streamhandler that does streams both in and out
* The RestDeserialisehandler now does streams and returns an object instead of string
2007-10-31 12:45:03 +00:00
Jeff Ames dbcab80520 fixed bug with user not getting land properties on login 2007-10-31 09:50:36 +00:00
MW 720065ef9e forgotten file 2007-10-31 09:26:06 +00:00
MW a9ad16b13a some small changes 2007-10-31 09:18:24 +00:00
Jeff Ames f42afe81af added .dat extension to dumped asset files 2007-10-31 08:07:20 +00:00
Jeff Ames 13854d562f fixed filenames in log messages 2007-10-31 07:56:31 +00:00
lbsa71 064404ab40 * Moved OpenSim/Framework/General to OpenSim/Framework for great justice. 2007-10-31 07:28:23 +00:00
Jeff Ames 7f0d836d35 made illogical bitwise operations logical 2007-10-31 05:29:51 +00:00
Charles Krinke 33d6222e8d Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins. 2007-10-31 04:18:34 +00:00
Jeff Ames 98b238cf6b set svn:eol-style 2007-10-31 01:21:04 +00:00
dan miller f5195a453c Tevarus' patch for object flags & implemented Phantom edits 2007-10-30 23:38:56 +00:00
Tleiades Hax 6a8d8f54e8 Step one on the long march towards grid based inventory. Introduction of an InevntoryServer 2007-10-30 22:42:34 +00:00
lbsa71 a8c42a5829 * doh II 2007-10-30 17:28:41 +00:00
lbsa71 9e34f04cbb * doh 2007-10-30 17:19:34 +00:00
lbsa71 90e7c59c11 * Added OpenLifeGrid to Launcher 2007-10-30 17:13:30 +00:00
lbsa71 6865f5cbd4 * Now the launcher actually WORKS. Yay. 2007-10-30 16:55:24 +00:00
Jeff Ames ecb2305a04 temporary fix for sitting collisions in ODE 2007-10-30 09:56:29 +00:00
lbsa71 67e12b95ea * Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
lbsa71 c32d1f0562 * Deleted .user file 2007-10-30 08:52:34 +00:00
MW 3d8219f6c7 as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00