Commit Graph

52 Commits (c6b1dd0fac3ab030c17fa638279b6fcb31b25a1b)

Author SHA1 Message Date
Adam Frisby c6b1dd0fac Added exception handling to each function in World.cs - code is assumed stable so MSVC debugging of this code should no longer be needed. If however, it is needed, put a breakpoint on the exception handler concerned. 2007-04-22 03:15:22 +00:00
Adam Frisby 2844c56ef4 Terrain / Physics / Storage:
* Added terrain "taint" - if terrain is tainted, the terrain is marked as needing to be saved.
* Added check for taint in the Backup() routine, if taint is found, terrain is saved and physics engine is notified.
2007-04-21 05:51:10 +00:00
MW 2180bdf64a Hopefully undid the murder I committed in the last commit 2007-04-17 12:25:20 +00:00
MW d5406fe773 A few fixes and stopped sim crossing being attempted in sandbox mode 2007-04-17 12:03:52 +00:00
gareth bbcb20e192 Sim crossing now works (except for broken co-ordinates, resets to 0,0 - to be fixed soon)
Fixed sandbox mode fully
Scrapped former XML-RPC expect_user call for sim crossings
Sim client thread can upgrade/downgrade between full and child agent dynamically
2007-04-17 01:38:20 +00:00
gareth f9b7cc53de W00t! multiple sims!
Misc bugfixes
Child agents!!!!!!
General sexy stuff
2007-04-15 02:31:34 +00:00
lbsa71 1a28ef6292 * Replaced GridHTTPServer and UserHTTPServer with BaseHttpServer
* Now dumping default value in config.
*
2007-04-11 20:07:58 +00:00
MW 2f3b6c4b10 small improvement to the jvm and test script 2007-04-11 12:49:00 +00:00
MW 5ad6d5a939 First basic test script now works in the jvm scripting engine.
For it to work you need to have a java sdk installed and the javac.exe somewhere in the environment Path variable.
Then To test, copy the text from bin/script1.text into a note card and then add that note to a prim.
2007-04-11 12:13:21 +00:00
MW ffd7a6b8c2 Changed so that a bin\ScriptEngines\ directory will be searched for scripting Engines.
Added the work in progress JVM scripting engine.
2007-04-11 09:45:48 +00:00
Adam Frisby adb56a46f4 Major ass changes to terrain (now uses libTerrain-BSD!) and all-round improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED** 2007-04-11 05:19:27 +00:00
MW 03f5ff9dc2 2007-04-10 10:45:46 +00:00
gareth 34d91c31cf And now clothes update and show for all users
woohoo!
2007-04-10 02:03:47 +00:00
gareth 632db47dd7 Fixed avatar appearance not updating issue as per bug report #79 2007-04-10 01:43:40 +00:00
Adam Frisby 4ab5803911 Documentation! 2007-04-07 17:37:04 +00:00
MW 0879e6427e compiles and works just weird terrain problem (and terrain saving is currently not functional) 2007-04-06 19:25:29 +00:00
MW 0311fef244 Now back to compiling, just no terrain generation at the moment 2007-04-06 19:08:24 +00:00
Adam Frisby fb0dffbf13 **BREAKING CHANGE** Changing the way terrain is stored and used internally. 2007-04-06 18:48:23 +00:00
MW 802d443be8 very very few changes, but just commiting so that svn it upto date with my local version. And also to keep robl^ happy that a commit has been made. 2007-04-06 13:04:46 +00:00
MW 0a377238f8 more work on Primitive2 2007-04-04 19:55:31 +00:00
MW d3766d0aef Deleted OpenSim.Config/SimConfigDb4o, as it hasn't been used for a while now.
Split World class into two partial classes
2007-04-04 18:26:33 +00:00
MW 76df9e626d Split Avatar class into three partial classes (hopefully will make it easier to work on) 2007-04-04 16:31:35 +00:00
MW 0ad017677b Seems that I didn't actually include the Primitive2.cs file in the earlier commit. 2007-04-04 14:13:49 +00:00
MW a70ef1c2cb Started to clean up/ rewrite Primitive class , currently the new version is called Primitive2 and not used, but once it is complete then it will replace the old version. 2007-04-04 11:06:39 +00:00
lbsa71 f12ceff692 * The world can not contain ScriptFactories that creates unique instances of scripts for entities.
* Created Scripts folder to house trusted Scripts
* The test script now lives in Scripts/FollowRandomAvatar.cs
2007-04-03 20:08:30 +00:00
lbsa71 7169acc47e * Extended Script API with GetRandomAvatar
* The script will now get a IScriptEntity to it's host object with get/sets
* The script gets a IScriptReadnlyEntity interface to entities other than the host object.
* the test script now follows a random avatar.
2007-04-03 19:12:07 +00:00
MW 9b2a4e8172 Added easier way to add "scripts" to prims: to add Libsa71's test script, create a new note and delete the contents of the created note and then add "<Script>Test</Script>" (without the quotes) , then save that and then drag it from your inventory to the prim you want to add the script to. 2007-04-03 18:15:11 +00:00
lbsa71 ad39897144 * Script prototype 2007-04-03 16:50:17 +00:00
MW ba2c94721c Limited (hacked) object linking. Note: once you have linked a set of prims together (in one go), then don't try to link anymore prims to those objects. 2007-04-03 16:10:00 +00:00
MW 56e6587c9f Temporary fix for the object taking bug 2007-04-03 13:37:11 +00:00
MW fdc9ed89b4 OpenSim no longer uses OpenSim.Config.SimConfigDb4o, it now uses OpenSim.GenericConfig.Xml (or a class implementing IGenericConfig). 2007-04-02 15:48:01 +00:00
MW 1ea4ba3a18 Moved database storage of the world map to the Db4LocalStorage so its in the same database as in world prims are stored. 2007-04-02 10:46:59 +00:00
MW 86f6a33bc8 More cleaning up of SimClient and packet handling 2007-04-01 15:30:27 +00:00
MW f0a3edfb34 Moved more packet types to handlers 2007-04-01 12:02:44 +00:00
MW def7335b6c More work on adding Packets handlers and tested the first handler. 2007-04-01 10:19:21 +00:00
MW af93263a3b Can now Rez and DeRez objects (take to and from inventory).
Very much a work in progress and likely to be a number of bugs.
2007-03-31 15:54:16 +00:00
MW bcae0bce85 Some very basic terraforming, can raise and lower the terrain, but currently only a very basic brush algorithm (and can't change the brushes size) 2007-03-30 16:50:19 +00:00
MW 98d81485e7 RIP OpenSimRoot. (removed)
Merged most of the bug fixes etc in from LLdemo branch.
Added the textures from that branch.
2007-03-28 13:08:27 +00:00
lbsa71 f42d1fc825 * revert the revert - begin the beguine 2007-03-27 21:42:14 +00:00
lbsa71 7adbe756fb * Reverting todays work. It was worth a try. 2007-03-27 20:45:04 +00:00
lbsa71 ccfddd1775 * Continued refactoring away OpenSimRoot - now it's down to the final 2. 2007-03-27 19:12:55 +00:00
lbsa71 a4fc6b5fbb * Now there's one Console class, and instead the apps responds to cmd's and show's
* Removed Golden Future TCP/SimChat options
* Moved Ode.NET.dll to bin and changed prebuild accordingly (due to Prebuild limitations)
* Normalized some namespaces
* Added FxCop project
* Added (temp disabled) Servers project (for great justice)
2007-03-27 08:10:15 +00:00
MW ff71d2d4cd preparing to add full clothes/body part support.
Currently you can:
now create new body parts and clothes. 
edit those clothes and wear them.
But currently you will not see most of the edited effects on your own avatar, although often other clients will see those changes on your avatar.
2007-03-26 19:05:50 +00:00
MW 84c2a72140 Hopefully fixed the texture uploading and the crashing when a prim with a uploaded texture on it is moved. 2007-03-25 20:23:06 +00:00
gareth 3c6dc8e7a8 Uncommented line 2007-03-24 16:57:42 +00:00
Adam Frisby 47c682075c Applying Randomskk's patches 2007-03-24 16:06:43 +00:00
MW 0e6ded8714 Added Fly animation 2007-03-23 18:54:42 +00:00
MW 085c184c5c Fixed it so that a Avatar update shouldn't be sent every frame and none should be sent when not moving.
Fixed the problem with sometimes Avatar Animations being updated every frame.
New Asset uploads should now appear in the inventory all the time.
Moved Animation names/ LLUUIDs to their own class (AvatarAnimations)
2007-03-23 16:05:32 +00:00
gareth 0e58f30358 Fixed the "doh!" bug with animations (hint - sending a stand animation for walking is very "doh!") 2007-03-23 14:54:22 +00:00
gareth 6cdd4ddf08 Added initial (buggy) support for animations 2007-03-23 14:24:21 +00:00