MW
e7eeab90d6
Removed a piece of debug code
2007-08-10 14:04:00 +00:00
MW
427431ba17
Fixed a couple of mistakes.
2007-08-10 14:01:05 +00:00
MW
94c7e41ef1
Made a few changes so that once we enable the sqlite data store (simple line change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
2007-08-10 13:59:19 +00:00
Sean Dague
6063d2ce5f
Couldn't leave this one alone. Data is now flowing both ways in
...
sqlite *but* isn't being added back to the scene on load because
some information (like rootpart) isn't currently exposed enough
to save/restore, and I don't want to change the SceneObjectGroup
definition without MW around to discuss.
A couple of minor changes on the object interface for SceneObjectGroup
and tweaks to this class, and we have persistant prims again.
2007-08-09 23:51:26 +00:00
Sean Dague
0443723ea5
comment out load from sqlite as this blows up on object creation right now.
...
must run away on vacation. See you all in a week and change.
2007-08-09 21:26:39 +00:00
Sean Dague
a2a8de816b
completely untest load prims from db code. Testing shortly
2007-08-09 21:07:53 +00:00
Sean Dague
ad2133e5cf
utility functions to convert from rows to new objects. untested
2007-08-09 20:59:37 +00:00
Tedd Hansen
ae970d4171
Removed 2 warnings. Added pointer comments to where to add hooks and modify functions to get SE working.
2007-08-09 20:59:35 +00:00
Sean Dague
bbb411afe5
added group position
2007-08-09 20:31:42 +00:00
Sean Dague
484121f3f4
added GroupPosition
2007-08-09 20:31:10 +00:00
Sean Dague
ec0dc208dd
build update clauses correctly
2007-08-09 20:07:58 +00:00
Sean Dague
9fb651932e
some more typos about wrong table for shapes
2007-08-09 19:55:41 +00:00
Sean Dague
88496505b1
use correct table name for shapes
2007-08-09 19:52:02 +00:00
MW
765bd02a48
SceneObjects should now (hopefully) call datastore.StoreObject().
2007-08-09 19:30:52 +00:00
Sean Dague
4059ac6e7d
remove invalid index
2007-08-09 19:08:38 +00:00
Sean Dague
1681e3ac15
pull out some uneeded attributes, and setup keys on primshapes dataset
2007-08-09 19:06:48 +00:00
Tedd Hansen
320635fdb8
Forgot to remove reference to .dll that was merged
2007-08-09 19:03:57 +00:00
Sean Dague
2b25717c8c
prim.Shape -> primshapes table
2007-08-09 19:02:32 +00:00
lbsa71
fc4c241d9c
* Now "OpenSim.DataStore.MonoSqlite" is not referenced from solution either.
2007-08-09 18:59:00 +00:00
Tedd Hansen
6829c45cb3
ScriptEngine just needs 2 events hooked up and llSay() implemented to work. See TODO.txt for details.
2007-08-09 18:57:41 +00:00
MW
e36c645729
Deleted old LSLEngine files (those under Scene.Scripting)
2007-08-09 18:45:40 +00:00
Sean Dague
e53afe91ab
prim object -> prims table code
2007-08-09 18:37:55 +00:00
Tedd Hansen
c447c45895
Removed spaces from directory names
2007-08-09 18:07:22 +00:00
Sean Dague
21685bf304
make MonoSqliteDataStore compile with new objects
...
now the fun begins of connecting all the dots
2007-08-09 18:06:26 +00:00
Tedd Hansen
bf69aca961
Merged OpenSim.ScriptEngine.DotNetEngine.Compiler.LSL into OpenSim.ScriptEngine.DotNetEngine to avoid the compile error
2007-08-09 18:03:24 +00:00
MW
d451dddcd0
Start of replacing the old SceneObject/Primitive classes with the new versions.
...
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
2007-08-09 17:54:22 +00:00
Brian McBee
4fbecd94b6
New linux libopenjpeg compiled for i386 instead of i686. Hopefully this one will work on older processors
2007-08-09 16:37:04 +00:00
Brian McBee
ad29f215ed
Getting rid of 'EncodeFromImage' debug statement that I accidentally slipped into our libsecondlife.dll
2007-08-09 16:00:42 +00:00
Sean Dague
2e496aeed7
updated db definition to use UUID as linking
2007-08-09 14:32:04 +00:00
MW
a56a17fab2
Making sure my local working copy is in sync with svn before I start the job of enabling the new SceneObject classes.
2007-08-09 12:59:42 +00:00
Brian McBee
50e3797c59
Transition between not flying / flying should be smoother
2007-08-09 06:19:41 +00:00
Sean Dague
3592043431
Start defining prim shape definition. Officially bed time now
2007-08-09 03:56:11 +00:00
Sean Dague
b097d89f38
decrease insanity level significantly by factoring all the columns into
...
a Dictionary, and programatically building up sql commands for our dataset.
Prims done, prim shapes next
2007-08-09 02:26:34 +00:00
Sean Dague
d746813130
intermediate checkin of code that compiles before I do something
...
stupid and nuke all this work.
2007-08-09 01:54:01 +00:00
Sean Dague
8425693076
Commit in the changes for all the parameter bindings for prims
2007-08-09 00:42:32 +00:00
lbsa71
25a6791627
* Checked in new tweaked Prebuild.exe
...
* Ignored binaries
2007-08-08 21:23:42 +00:00
Brian McBee
0a6628f333
worldmap now gets correctly updated when terrain changes
2007-08-08 20:47:44 +00:00
Sean Dague
e19fa01caa
add MonoSqlite storage module, this might break windows folks, need
...
to test lbsa's patch on that one
2007-08-08 20:33:40 +00:00
Sean Dague
f732d5b2c8
sigh, Data ... not Date. I'm dumb
2007-08-08 20:30:38 +00:00
Sean Dague
672d7f7b34
name changes in MonoSqliteData store
2007-08-08 20:30:05 +00:00
Sean Dague
e8e3afa8fe
rename to MonoSqliteDataStore
2007-08-08 20:28:58 +00:00
Sean Dague
238fe86bc7
screwed up the move, removing this file to give us proper history tracking
2007-08-08 20:28:34 +00:00
MW
ad1a8ac381
missed this file
2007-08-08 19:57:15 +00:00
MW
a137703611
Fixed the asset download problem I think, solution might not be ideal but works for now.
2007-08-08 19:51:51 +00:00
Sean Dague
6ec523d5e6
moving to new namespace as this is mono only
2007-08-08 19:48:11 +00:00
Sean Dague
a5f8d012b7
This chunk of code actually properly saves out some parameters of
...
current objects to disk, and does updates on those objects usefully.
It is now functional enough to mean that moving to new objects is
just lots of plug and chug.
2007-08-08 19:35:16 +00:00
MW
be483bc697
Hopefully improved texture downloading (including the speed at which they download), but still a few problems, it seems that the client has a quite short timeout for receiving a texture and if the whole texture isn't sent within this time, the client will request the texture again, With quite small textures this is fine, but it seems that with larger textures we can't send them fast enough and a infinite loop develops where the client keeps requesting a texture and we keep trying to send it, but are never fast enough. So I've for now put code in that so that the server will try to send a texture only once and then after that will ignore future requests from that client for that texture.
2007-08-08 18:55:58 +00:00
Brian McBee
01f4aeb520
when teleporting to a non-adjacent region, client was not getting new neighbours
2007-08-08 18:18:14 +00:00
Sean Dague
48ad7ca905
databits are actually flowing to disk
2007-08-08 17:59:16 +00:00
MW
369fb2e623
Added checks to the last commit to make sure the xml files exist before it tries to load them.
2007-08-08 17:29:37 +00:00