This week in OpenSim Dev – week ending Saturday 8th January 2011 January 12, 2011Posted by justincc in opensim, opensim-dev, opensim-news, secondlife, twiod, virtual-environments, virtual-worlds.
Hello everybody. This is a summary of the last week of development in OpenSimulator. Except where otherwise specified, the changes described here appear only in OpenSim’s cutting edge Git ‘master’ branch. Please do not attempt to use code taken directly from ‘master’ in any production environment. Sometimes this in-development code may not work or may even cause data corruption. If you are not a developer or tester, please treat this summary instead as a preview of what will be coming up in the next release. The latest official release is OpenSim 0.7.0.2 (released on Saturday 11th September 2010).
The letters and numbers in brackets after some entries tell you the latest git commit to which they apply.
This week in OpenSim ( df5e4a1 – 0fabe0e ).
- None this week.
Features & bug fixes
- Diva fixed a possible issue with objects that are transferred between regions before their scripts have been initialized (fda5661).
- Diva fixed an issue where scene object serialization could occasionally fail (eab0951).
- Diva added a ‘verbose’ option to Inventory ARchive (IAR) saving (0fabe0e).
- Diva fixed Hypergrid accessible map tiles to work on the map (8158746).
- Diva changed child agent closing to occur asynchronously rather than synchronously (child agents are entities spawned in regions neighbouring your avatar in order to receive information about things going on there).
- Mic moved Simiangrid map tile processing to a separate module. This may be useful for people wanting to push map tiles to a separate server.
- Mic added performance checking information to network service requests made by the simulator.
- I started work on supporting default clothing and body parts for newly-created avatars. This is necessary because Viewer 2 contains no built-in default avatar. Thus, it will appear only as a cloud until the user creates the minimal set of body parts (hair, shape, skin and eyes), and then naked until the user creates some clothing. This will mainly be useful for standalone OpenSim configurations and small grids – larger grids already create default avatars for their users via separate software.