* Currently the grid server sticks you at 128x128x128.. so that means it'll use whatever parcel is at that location to get this information. This allows greater customization of where people log-into and teleport-to if done right.
* This patch removes voice code into a region module. This required the implementation of events and other code to allow region modules to register their own caps handlers, and should allow different voice module implementations.
* CAVEAT: This does not provide complete voice support, it merely provides the hooks so that it can be plugged in.
* (and Ansgar/Ansi)
* Fleshes out the voice stubs to better interact with the viewer CAPS requests - no actual voice support yet!
* In his own words
"the attached patch enhances the existing voice support by returning a proper voice account user and password and is preparing the config file so that we can specify a SIP server (not yet working). currently the SIP is hardcoded. the next step is to refactor voice support into a region module. working on that. "
* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
* This update breaks inter-region communications, sorry.
* You will need to run prebuild.
Next, the good;
* This update solves the unexpected binary element when Linux simulators inform windows simulators and vice versa. So Linux Simulators and Windows simulators are 100% compatible again.
* This update introduces an Integer in the prim crossing method to tell the receiving simulator which XML method to use to load the prim that crossed the border. If the receiving prim doesn't support the method, the prim crossing fails and no prims are lost.
That being said, it's best to update all your simulators to this revision at once.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision)
* After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.