This is because libopenjpeg 1.5 appears to require a minimum of glibc 2.14, whereas at least one fairly recent distro (openSUSE 11.4 from 2011-03-10) only has glibc
Further investigation pending.
assets to inventory, since it may actually be a bad ideia since good
model textures are deply related to it and there is no current use for
independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
Among other things this allows pCampbot to work under Windows since libopenmateverse now ships the same log4net.dll (publicly signed) as OpenSimulator
This also updates the libopenmetaverse embedded libopenjpeg from 1.3 to 1.5.
DLL naming and mapping for non-Windows libopenjpeg changes to remove version number to make future udpates easier and bring it into line with names of other shipped DLLs.
libopenjpeg updates have been made for OSX, Windows (32 and 64 bit) and Linux (32 and 64 bit). Please report any issues.
Fix inconsistencies between configuration parameter names and their description names. Changing the configuration parameters for non physical prim size min-max from Nonphys* to NonPhys*.
Please update your OpenSim.ini and Regions.ini to reflect these changes.
much guaranteed to be fatal and the few times this would dosconnect an agent
are more than made up for by the increased throughput of replying and
closing the connection vs. keeping it open during the heavy work. Also causes
better feedback to the viewer as the time is now split between Requesting
Teleport and Connectiong to Destination.
Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load
Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed.
The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced.
This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.