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		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chi11ken</id>
		<title>OpenSimulator - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chi11ken"/>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Special:Contributions/Chi11ken"/>
		<updated>2026-04-17T12:18:00Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.9</generator>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:Documentation_and_Support</id>
		<title>Talk:Documentation and Support</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:Documentation_and_Support"/>
				<updated>2010-10-28T02:13:46Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Talk:User Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:User Documentation]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:Scripting_Manual</id>
		<title>Talk:Scripting Manual</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:Scripting_Manual"/>
				<updated>2010-10-28T02:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Talk:Scripting About&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Scripting About]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:About_Scripting</id>
		<title>Talk:About Scripting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:About_Scripting"/>
				<updated>2010-10-28T02:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Talk:Scripting About&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Scripting About]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:About_Scripting</id>
		<title>Talk:About Scripting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:About_Scripting"/>
				<updated>2010-10-28T02:06:07Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Talk:Scripting Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Scripting Documentation]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Template:Os_footer</id>
		<title>Template:Os footer</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Template:Os_footer"/>
				<updated>2010-10-28T02:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Template:Quicklinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Quicklinks]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Template:Page_Footer</id>
		<title>Template:Page Footer</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Template:Page_Footer"/>
				<updated>2010-10-28T02:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Template:Quicklinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Quicklinks]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Template:Os_footer</id>
		<title>Template:Os footer</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Template:Os_footer"/>
				<updated>2010-10-28T02:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Template:User Footer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:User Footer]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:Support</id>
		<title>Talk:Support</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:Support"/>
				<updated>2010-10-28T02:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Talk:User Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:User Documentation]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Features</id>
		<title>Features</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Features"/>
				<updated>2010-10-28T01:37:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Feature Matrix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Feature Matrix]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Connecting</id>
		<title>Connecting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Connecting"/>
				<updated>2010-10-05T02:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Compatible Viewers==&lt;br /&gt;
Before you can connect to OpenSim, you'll need to have downloaded one of the following clients that can connect to OpenSim.&lt;br /&gt;
&lt;br /&gt;
* [http://get.secondlife.com Linden Client] (release version is the only fully supported viewer.)&lt;br /&gt;
* [http://opensim-viewer.sourceforge.net Hippo Viewer] - a fork of the Linden Client with OpenSim specific enhancements&lt;br /&gt;
* [[RealXtend]] - a fork of the Linden Client that has specialized features (is not fully supported yet.)&lt;br /&gt;
* [http://meerkatviewer.org/ Meerkat Viewer] another LL-based viewer&lt;br /&gt;
* [http://emerald.modularsystems.sl/ Emerald Viewer] The latest viewer based on LL code but extended with some nice features&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[20:08]  Revolution Smythe: there is the [http://forge.opensimulator.org/gf/project/idealistviewer/ Idealist viewer], [http://lookingglassviewer.org/wiki/Main_Page/ Looking Glass viewer] , [http://3di-rei.org/ 3Di viewer], etc etc .... none of which use LL code&lt;br /&gt;
&lt;br /&gt;
==Connecting with the Linden Viewer==&lt;br /&gt;
Every OpenSim grid or instance will specify a '''loginuri''', which is a uri of the form '''http://someserver:9000''' (standalone mode) or '''http://someserver:8002''' (grid mode).  For instance, for osgrid, this is http://osgrid.org:8002.  The following sections assume that you have that uri.  We'll use http://osgrid.org:8002 as our example url.&lt;br /&gt;
&lt;br /&gt;
A list of major public grids can be found at [[Grid_List]].  OSGrid is just one of many available.&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
* change directory to you viewer (SecondLife_XYZ)&lt;br /&gt;
* run &amp;lt;code&amp;gt;./secondlife -loginuri http://osgrid.org:8002&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* make a copy of the SecondLife icon on your desktop&lt;br /&gt;
* rename it to the grid you want to connect to&lt;br /&gt;
* edit the properties on the icon and set the command line to &amp;lt;code&amp;gt;...\SecondLife.exe&amp;quot; -loginuri http://osgrid.org:8002&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
* Make a 'somefilename.sh' file, and put this in it:&lt;br /&gt;
* /Applications/Second\ Life.app/Contents/MacOS/Second\ Life -loginuri http://osgrid.org:8002/&lt;br /&gt;
* set it to executable&lt;br /&gt;
* run it&lt;br /&gt;
 &lt;br /&gt;
If you have multiple viewers and multiple grids to connect to, you can try the following AppleScript (one could do something similar with a shell script).  Feel free to copy and modify for your own use.&lt;br /&gt;
 --&lt;br /&gt;
 --  This script selects a viewer and a grid for virtual worlds.&lt;br /&gt;
 --&lt;br /&gt;
 --&lt;br /&gt;
 -- Variables for the two supported viewers.  More may be added here.&lt;br /&gt;
 --&lt;br /&gt;
 set lindenViewer to &amp;quot;\&amp;quot;/Applications/SecondLife/Second Life.app/Contents/MacOS/Second Life\&amp;quot;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 set emeraldViewer to &amp;quot;\&amp;quot;/Applications/SecondLife/GreenLife Emerald Viewer.app/Contents/MacOS/GreenLife Emerald Viewer\&amp;quot;&amp;quot;&lt;br /&gt;
 --&lt;br /&gt;
 -- Variables for options to select the specified grid.  Since the viewers&lt;br /&gt;
 -- are based on the 2nd life viewer, the options are the same for each&lt;br /&gt;
 -- viewer.  Also, connecting to the Second Life grid is the default option&lt;br /&gt;
 -- if no other options are provided.&lt;br /&gt;
 --&lt;br /&gt;
 -- Currently, four grids are supported.  More may be easily added.&lt;br /&gt;
 --&lt;br /&gt;
 set lindenOptions to &amp;quot;&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 set localStandalone to &amp;quot; -loginuri http://vw.server.lan:9000 -loginpage http://vw.server.lan/opensim/index.html&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 set localGrid to &amp;quot; -loginuri http://vw.server.lan:8000 -loginpage http://vw.server.lan/opensim/index.html&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 set osGridOptions to &amp;quot; -loginuri http://osgrid.org:8002 -loginpage http://osgrid.org/loginscreen.php -helperuri http://osgrid.org/&amp;quot;&lt;br /&gt;
 --&lt;br /&gt;
 -- Display dialog and select the viewer.&lt;br /&gt;
 --&lt;br /&gt;
 set dialogResult to display dialog &amp;quot;Choose viewer:&lt;br /&gt;
 1) 2nd Life viewer&lt;br /&gt;
 2) Emerald viewer:&amp;quot; default answer &amp;quot;1&amp;quot; with title &amp;quot;Select Viewer&amp;quot; with icon 1&lt;br /&gt;
 &lt;br /&gt;
 set option to text returned of dialogResult&lt;br /&gt;
 &lt;br /&gt;
 if option = &amp;quot;2&amp;quot; then&lt;br /&gt;
 	set viewer to emeraldViewer&lt;br /&gt;
 else&lt;br /&gt;
 	set viewer to lindenViewer&lt;br /&gt;
 end if&lt;br /&gt;
 --&lt;br /&gt;
 -- Display dialog and select the grid.&lt;br /&gt;
 --&lt;br /&gt;
 set dialogResult to display dialog &amp;quot;Choose server:&lt;br /&gt;
 1) 2nd Life grid&lt;br /&gt;
 2) local standalone&lt;br /&gt;
 3) local grid&lt;br /&gt;
 4) OS Grid&amp;quot; default answer &amp;quot;2&amp;quot; with title &amp;quot;Select Grid&amp;quot; with icon 1&lt;br /&gt;
 &lt;br /&gt;
 set grid to text returned of dialogResult&lt;br /&gt;
 &lt;br /&gt;
 if grid = &amp;quot;1&amp;quot; then&lt;br /&gt;
 	set options to lindenOptions&lt;br /&gt;
 else if grid = &amp;quot;2&amp;quot; then&lt;br /&gt;
 	set options to localStandalone&lt;br /&gt;
 else if grid = &amp;quot;3&amp;quot; then&lt;br /&gt;
 	set options to localGrid&lt;br /&gt;
 else if grid = &amp;quot;4&amp;quot; then&lt;br /&gt;
 	set options to osGridOptions&lt;br /&gt;
 else&lt;br /&gt;
 	set options to localStandalone&lt;br /&gt;
 end if&lt;br /&gt;
 --&lt;br /&gt;
 -- Combine the grid and viewer and execute the result.&lt;br /&gt;
 --&lt;br /&gt;
 set command to viewer &amp;amp; options&lt;br /&gt;
 do shell script command&lt;br /&gt;
&lt;br /&gt;
===Linden Viewer options===&lt;br /&gt;
The Linden viewer has a number of other options.  Some are useful, some are not.  The viewer has a help option which produces the following results:&lt;br /&gt;
  --autologin           log in as last saved user&lt;br /&gt;
  --channel arg         n/a&lt;br /&gt;
  --console arg         n/a&lt;br /&gt;
  --cooperative arg     Yield some idle time to local host.&lt;br /&gt;
  --crashonstartup      Crashes on startup. For QA use.&lt;br /&gt;
  --debugviews          n/a&lt;br /&gt;
  --drop arg            n/a&lt;br /&gt;
  --god                 Log in a god if you have god access.&lt;br /&gt;
  --grid arg            Specify the name of the grid, local, or an IP address &lt;br /&gt;
                        to connect to.&lt;br /&gt;
  -h [ --help ]         display this help message&lt;br /&gt;
  --helperuri arg       helper web CGI prefix to use&lt;br /&gt;
  --ignorepixeldepth    Ignore pixel depth settings.&lt;br /&gt;
  --inbw arg            n/a&lt;br /&gt;
  --logfile arg         n/a&lt;br /&gt;
  --login args          3 tokens: first, last and password&lt;br /&gt;
  --loginpage arg       Login authentication page to use.&lt;br /&gt;
  --loginuri arg        login server and CGI script to use&lt;br /&gt;
  --multiple            Allow multple viewers.&lt;br /&gt;
  --no-verify-ssl-cert  n/a&lt;br /&gt;
  --noaudio             n/a&lt;br /&gt;
  --noinvlib            Do not request the inventory library.&lt;br /&gt;
  --nopreload           n/a&lt;br /&gt;
  --noprobe             n/a&lt;br /&gt;
  --noquicktime         n/a&lt;br /&gt;
  --nosound             n/a&lt;br /&gt;
  --novoice             Disable voice.&lt;br /&gt;
  --outbw arg           n/a&lt;br /&gt;
  --port arg            n/a&lt;br /&gt;
  --purge               Delete files in the cache.&lt;br /&gt;
  --qa                  Activated debugging menu in Advanced Settings.&lt;br /&gt;
  --quitafter arg       n/a&lt;br /&gt;
  --rotate              n/a&lt;br /&gt;
  --safe                Reset preferences, run in safe mode.&lt;br /&gt;
  --set args             specify the value of a particular&lt;br /&gt;
                                       configuration variable that&lt;br /&gt;
                                       overrides all other settings&lt;br /&gt;
                              &lt;br /&gt;
  --setdefault args      specify the value of a particular&lt;br /&gt;
                                       configuration variable which can be&lt;br /&gt;
                                       overridden by settings.xml&lt;br /&gt;
                              &lt;br /&gt;
  --settings arg        Specify the filename of a configuration file.&lt;br /&gt;
  --skin arg            ui/branding skin folder to use&lt;br /&gt;
  --slurl arg           Startup SLurl&lt;br /&gt;
  --url arg             Startup location&lt;br /&gt;
  --psn arg             MacOSX process serial number&lt;br /&gt;
&lt;br /&gt;
===== Note =====&lt;br /&gt;
&lt;br /&gt;
The above described methods work for the SecondLife viewer, other viewers that support the GridInfo protocol won't need this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative Connection Approaches ==&lt;br /&gt;
&lt;br /&gt;
=== Via a Web Browser ===&lt;br /&gt;
&lt;br /&gt;
You can also set up a [[Browser Protocol Handler]] which will make opensim:// links in your browser do the expected thing, and launch the right OpenSim viewer.&lt;br /&gt;
&lt;br /&gt;
** Project site&lt;br /&gt;
** http://forge.opensimulator.org/gf/project/xenki/&lt;br /&gt;
** Xeni Community Site&lt;br /&gt;
** http://xenkiviewer.com/&lt;br /&gt;
&lt;br /&gt;
* '''Xenki''' - Xenki is an XBAP 3D application intended to be a browser add-on for OpenSim. &lt;br /&gt;
** '''What is Xenki?''' &lt;br /&gt;
** http://www.adamfrisby.com/blog/2008/08/what-is-xenki/&lt;br /&gt;
** '''Sources:''' &lt;br /&gt;
** http://www.adamfrisby.com/blog/2008/08/xenki-010-alpha-sources-posted/&lt;br /&gt;
&lt;br /&gt;
=== Via Rezme ===&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/R.O.B.U.S.T.</id>
		<title>R.O.B.U.S.T.</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/R.O.B.U.S.T."/>
				<updated>2010-10-04T20:39:07Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to ROBUST&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[ROBUST]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:0.6_Release_Target_Discussion</id>
		<title>OpenSimulator:0.6 Release Target Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:0.6_Release_Target_Discussion"/>
				<updated>2010-02-19T07:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete}}&lt;br /&gt;
{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
==Suggested Goals==&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
 &lt;br /&gt;
* Intra &amp;amp; inter region teleporting&lt;br /&gt;
* Complete avatar customization&lt;br /&gt;
* Complete connection of script editor to allow editing a prim directly. '''somewhat done, though peripheral things such as script reset and new script button don't work yet'''&lt;br /&gt;
&lt;br /&gt;
== Physics==&lt;br /&gt;
 &lt;br /&gt;
* New physics interface design (event driven)&lt;br /&gt;
&lt;br /&gt;
==New Backend Protocol (OGS 2)==&lt;br /&gt;
FIXME: What are the goals for this new protocol?&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Xml Serialization Protocol (xml3)==&lt;br /&gt;
* [[OpenSim: Xml Serialization|Serialization RFC]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Restructure and Normalize code==&lt;br /&gt;
* We should follow 'one dir, one assembly'&lt;br /&gt;
* We should follow 'dir == assembly == namespace'&lt;br /&gt;
* OpenSim.Framework should not be OpenSim/Framework/General - the whole namespace needs normalization.&lt;br /&gt;
* The OpenSimMain and RegionApplicationBase should be renamed (ConfigurableSimulator and SimulatorBase) and moved to a more suitable assembly.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== As part of the new protocol, overhaul the &amp;quot;commsmanager&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
*A lot of the functions currently in there, needs moving out. Like most of the Caps handling needs to be moved to the backend servers (possible with a dedicated Caps Manager server, like LL seem to have). &lt;br /&gt;
 &lt;br /&gt;
*Inventory handling should move to a module. As should Xfer uploads.&lt;br /&gt;
&lt;br /&gt;
== Rewrite Asset Cache/Server==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve the management of client updates==&lt;br /&gt;
&lt;br /&gt;
* Combine objects (parts) into single packets, rather than sending a separate packet for each prim as currently happens.&lt;br /&gt;
&lt;br /&gt;
== Finish implementing the ll functions for scripting. ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve UDP network code (ClientStack) ==&lt;br /&gt;
FIXME: how?&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clean up the IClientAPI interface ==&lt;br /&gt;
* sender/eventArgs model instead of signature overload&lt;br /&gt;
* normalization of function names&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
&lt;br /&gt;
* Add security sinks in the &amp;quot;region to region&amp;quot; .Net remoting process. &lt;br /&gt;
* Check for security holes in scripting engine.&lt;br /&gt;
&lt;br /&gt;
== Common Abstract Database Layer ==&lt;br /&gt;
* All database engines should share common metadata and production interfaces&lt;br /&gt;
* See TribalMedia.Framework.Data for one example&lt;br /&gt;
* Evaluate NHibernate or some other mapping technology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Planet Mode ==&lt;br /&gt;
* Wrap grid into one continous simulation of a sphere.&lt;br /&gt;
&lt;br /&gt;
== Parcel Media Settings ==&lt;br /&gt;
* Persist media settings&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/News</id>
		<title>News</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/News"/>
				<updated>2009-10-21T00:23:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Project News==&lt;br /&gt;
===September 2009===&lt;br /&gt;
Version 0.6.7 has been released.  Source packages can be downloaded at http://dist.opensimulator.org/.&lt;br /&gt;
&lt;br /&gt;
===August 2009===&lt;br /&gt;
OpenSimulator has moved it's source repository to git.  Please see [[Using_Git]] for more details about setting up git to access the source repository.  &lt;br /&gt;
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk.   &lt;br /&gt;
&lt;br /&gt;
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&amp;amp;p=opensim&lt;br /&gt;
&lt;br /&gt;
===June 2009===&lt;br /&gt;
Version 0.6.6 has been released.  Source packages can be downloaded at http://dist.opensimulator.org/.&lt;br /&gt;
&lt;br /&gt;
===May 2009===&lt;br /&gt;
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. &lt;br /&gt;
&lt;br /&gt;
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===April 2009===&lt;br /&gt;
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)&lt;br /&gt;
&lt;br /&gt;
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.&lt;br /&gt;
&lt;br /&gt;
==Press==&lt;br /&gt;
===September 2008===&lt;br /&gt;
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]&lt;br /&gt;
===February 2008===&lt;br /&gt;
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]&lt;br /&gt;
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]&lt;br /&gt;
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application &amp;quot;Jin-sei&amp;quot;]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RSS Feeds==&lt;br /&gt;
&amp;lt;rss&amp;gt;http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim&amp;lt;/rss&amp;gt;&lt;br /&gt;
&amp;lt;rss&amp;gt;http://feeds.technorati.com/search/opensim?language=en|max=5|short&amp;lt;/rss&amp;gt;&lt;br /&gt;
&amp;lt;rss&amp;gt;http://feeds.technorati.com/search/opensim?authority=n&amp;amp;language=pt|max=5|short&amp;lt;/rss&amp;gt;&lt;br /&gt;
&amp;lt;rss&amp;gt;http://feeds.technorati.com/search/opensim?authority=n&amp;amp;language=es|max=5|short&amp;lt;/rss&amp;gt;&lt;br /&gt;
&amp;lt;rss&amp;gt;http://feeds.technorati.com/search/opensim?authority=n&amp;amp;language=fr|max=5|short&amp;lt;/rss&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blogs==&lt;br /&gt;
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]&lt;br /&gt;
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim&lt;br /&gt;
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc&lt;br /&gt;
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.&lt;br /&gt;
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.&lt;br /&gt;
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use&lt;br /&gt;
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.&lt;br /&gt;
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.&lt;br /&gt;
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.&lt;br /&gt;
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Configuration</id>
		<title>Configuration</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Configuration"/>
				<updated>2009-10-19T08:20:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Combine identical Linux / OSX sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== OpenSim Command line options ==&lt;br /&gt;
To run OpenSim in somewhat customized environments it's often helpful to modify the programs behaviour via command line arguments.&lt;br /&gt;
OpenSim knows a just a few of these as most parts of the behaviour are controlled via an .INI-File (see below).&lt;br /&gt;
&lt;br /&gt;
The following command line switches are known:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Switch !! Meaning/Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| background ||&lt;br /&gt;
|-&lt;br /&gt;
| gridmode || If =true forces OpenSim.exe to operate in grid mode. If =false forces OpenSim.exe to operate in standalone mode. If omitted defaults to OpenSim.ini setting.&lt;br /&gt;
|-&lt;br /&gt;
| gui || &amp;quot;old-style&amp;quot; console&lt;br /&gt;
|-&lt;br /&gt;
| inidirectory || &lt;br /&gt;
|-&lt;br /&gt;
| inifile || changes the name (Path) of the inifile. See below for details&lt;br /&gt;
|-&lt;br /&gt;
| inimaster || allows to read in a master config file. See below for details&lt;br /&gt;
|-&lt;br /&gt;
| physics ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==OpenSim configuration file==&lt;br /&gt;
The simulator configuration is managed using a file called [[OpenSim.ini]]. This file is used regardless of whether the sim is running in standalone or grid mode. Detailed information on the options available for setttings in this file can be found [[OpenSim.ini|here]].&lt;br /&gt;
Please note, that the name OpenSim.ini can be changed via command line arguments (see above).  Also, note that the default download does not include an OpenSim.ini file, but rather provides an example file.  To get started editing your ini file, please cd into opensim/bin/ and copy OpenSim.ini.example to OpenSim.ini.&lt;br /&gt;
&lt;br /&gt;
It is also possible to distribute the inifile settings over two files. This is useful if you want to run several OpenSim processes where most of your settings are identical but some settings differ.&lt;br /&gt;
The master file is read first, then the inifile is read. Settings given in the inifile overrule settings given in the master file.&lt;br /&gt;
The master file has the same format and the same keywords as the inifile, so the same documentation applies.&lt;br /&gt;
&lt;br /&gt;
==Standard config in Windows==&lt;br /&gt;
===0.6.6 Release Information===&lt;br /&gt;
This release had some bugs with default automatic configuration on the first startup of OpenSim.exe.  bin/Regions/default.xml (region configuration file) is not automatically created in the main directory.  Therefore, you must manually create this file.  Here is an example.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Root&amp;gt;&lt;br /&gt;
  &amp;lt;Config sim_UUID=&amp;quot;UUID&amp;quot; sim_name=&amp;quot;NAME&amp;quot; sim_location_x=&amp;quot;1000&amp;quot; sim_location_y=&amp;quot;1000&amp;quot;&lt;br /&gt;
 internal_ip_address=&amp;quot;IP_ADDRESS_OF_SERVER&amp;quot; internal_ip_port=&amp;quot;9000&amp;quot; allow_alternate_ports=&amp;quot;false&amp;quot;&lt;br /&gt;
 external_host_name=&amp;quot;DNS_NAME_OF_SERVER&amp;quot; master_avatar_uuid=&amp;quot;00000000-0000-0000-0000-000000000000&amp;quot;&lt;br /&gt;
 estate_covanant_uuid=&amp;quot;00000000-0000-0000-0000-000000000000&amp;quot; master_avatar_first=&amp;quot;FIRST_NAME&amp;quot;&lt;br /&gt;
 master_avatar_last=&amp;quot;SECOND_NAME&amp;quot; master_avatar_pass=&amp;quot;PASSWORD&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You must change UUID, NAME, IP_ADDRESS_OF_SERVER, DNS_NAME_OF_SERVER, FIRST_NAME, SECOND_NAME and PASSWORD to your own values.&lt;br /&gt;
(I noticed than IP_ADDRESS_OF_SERVER should be set to real IP not to 127.0.0.1)&lt;br /&gt;
&lt;br /&gt;
'''Summary''':&lt;br /&gt;
&lt;br /&gt;
*Run OpenSim0.6.6Setup.exe and install OpenSim in Windows&lt;br /&gt;
*Run OpenSim.exe and enter default values - record them!&lt;br /&gt;
*Shutdown simulator (command: shutdown)&lt;br /&gt;
*Create default.xml with copy of above&lt;br /&gt;
*Change values in default.xml with recoded values&lt;br /&gt;
*Be sure default.xml be in main directory (same with OpenSim.ini)&lt;br /&gt;
*Run again OpenSim.exe&lt;br /&gt;
*Connect with viewer&lt;br /&gt;
&lt;br /&gt;
==Database==&lt;br /&gt;
Opensim's supports the following database-engines:&lt;br /&gt;
* SQLite (default - a lightweight database that comes bundled with OpenSim and can be used without requiring any extra configuration.  It is mostly intended to get you up and running quickly, not for production use.)&lt;br /&gt;
* MySQL (fully supported)&lt;br /&gt;
* MSSQL (partially supported - some recent OpenSim features may not yet be implemented)&lt;br /&gt;
* Postgresql (fully supported - Still in Beta phase but working)&lt;br /&gt;
&lt;br /&gt;
More information on database support can be found on the [[OpenSim Database support]] page.&lt;br /&gt;
&lt;br /&gt;
==Standalone vs. Grid==&lt;br /&gt;
We recommend that you first get OpenSim running in standalone mode before you attempt to connect it to a grid, either your own grid or a public grid.  An OpenSim configuration consists of regions (run by region simulators) and 5 core backend services (which manage users, the grid, assets, inventories, and grid-wide messaging, collectively known as UGAIM).&lt;br /&gt;
&lt;br /&gt;
A system running in '''standalone mode''' (that is, one  with OpenSim.ini configured such that gridmode = false) -- also known as &amp;quot;sandbox mode&amp;quot; -- runs everything (all UGAIM services and one or more regions) in a single executable (OpenSim.exe).  External regions cannot be added to an OpenSim running in this mode.&lt;br /&gt;
&lt;br /&gt;
In '''grid mode''', the five services ([[User Server|User]], [[Grid Server|Grid]], [[Asset Server|Asset]], [[Inventory Server|Inventory]], [[Messaging Server|Messaging]], or UGAIM) are not part of the region server.  This means that they can be run either on the same machine or spread out across multiple computers.  In this mode, OpenSim.exe serves one or more regions, which communicate with the core servers.  This mode even allows region servers run by other people on their own machines to connect, if you wish.&lt;br /&gt;
&lt;br /&gt;
Naturally, this means that running in grid mode is somewhat more complicated than running in standalone mode.  It requires an understanding of UUID, X,Y location, server handshake passwords, estates and estate owners, and a couple of other settings. These are not difficult, but do require a little more care in setting things up.&lt;br /&gt;
&lt;br /&gt;
If you want to run a grid of your own (either private or public) you would start the core services up before connecting a region simulator.  If you want to connect your region server to a grid that someone else is running, you need only start the region server in grid mode (with the necessary security keys and location information mentioned in the last paragraph).&lt;br /&gt;
&lt;br /&gt;
OpenSim.exe responds to various command line arguments. These include &amp;quot;-inifile&amp;quot;, &amp;quot;-configfile&amp;quot;, &amp;quot;-gridmode&amp;quot;, &amp;quot;-physics&amp;quot;, &amp;quot;-config&amp;quot; &amp;amp; &amp;quot;-noverbose&amp;quot;. When starting OpenSim in either Windows or Linux, one could, for example, add &amp;quot;-physics=OpenDynamicsEngine&amp;quot; to run the OpenDynamicsEngine instead of basicphysics, or use &amp;quot;-gridmode=true&amp;quot; to force opensim.exe to run as a region server (the rest of the grid services have their own executables).  As many of these settings are normally controlled by OpenSim.ini, most users (especially in standalone mode) will not add any command line arguments.&lt;br /&gt;
&lt;br /&gt;
=== Standalone mode  ===&lt;br /&gt;
&lt;br /&gt;
When you start OpenSim in standalone mode, it will ask you several questions at the console. The first set of prompts that start with &amp;quot;NETWORK SERVERS INFO&amp;quot;, you can just hit return to accept the defaults if you will be running in standalone mode. The prompts that start with &amp;quot;DEFAULT REGION CONFIG&amp;quot; are where you need to start paying attention. Some are self-explanatory. Here are explanations for the others:&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Grid Location. OpenSim regions can be placed anywhere on a 65536 by 65536 grid. In standalone mode, it is safe to leave these X and Y locations at their defaults for the first region (additional regions will need different coordinates, of course). &lt;br /&gt;
*Filename for local storage. Safe to leave at default. &lt;br /&gt;
*Internal IP address; This should always be 0.0.0.0 (0.0.0.0 means &amp;quot;listen for connections on any interface&amp;quot;, basically a wildcard) if you want to access this server from the internet or another server on your internal network, this should be the IP&amp;amp;nbsp;address assigned to the OpenSim Server. You should also set up the server to Use a Static IP address, and not DHCP &lt;br /&gt;
*Internal IP port for incoming UDP client connection. You can make this any port you want, but it is safe to leave at the default 9000. Each region on your server must have a unique port&amp;lt;br&amp;gt; &lt;br /&gt;
*External host name. If you will only be attaching to your sim from a SecondLife client on the same machine, you can leave this at the default 127.0.0.1. If you will be wanting to connect to it from a client on another machine or the internet, this should be the External IP Address of your router, not the Domain Name. (Hmm - Tried hostname (the one resolved by dns) and it worked out oke.) &lt;br /&gt;
*Be aware of [http://osgrid.org/forums/viewtopic.php?f=5&amp;amp;t=400&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a loopback] problems when Running viewer &amp;amp;amp; server(s) on the same machine (LAN) by using the &amp;quot;external&amp;quot; configuration. (&amp;lt;u&amp;gt;'''You might notice endless waiting for region handshake'''&amp;lt;/u&amp;gt;.) See also [http://opensimulator.org/wiki/Troubleshooting troubleshoot hints] &lt;br /&gt;
*If your having Connectivity problems. [http://opensimulator.org/wiki/Network_Settings Be sure to read the Network Configuration Page]. This is important if you see Region handshake issues.&lt;br /&gt;
&lt;br /&gt;
To connect to your new sim, start up secondlife with the following command line switches: &lt;br /&gt;
&lt;br /&gt;
 '''Client on same machine as OpenSim:''' -loginuri http://127.0.0.1:9000/ -loginpage http://127.0.0.1:9000/?method=login &lt;br /&gt;
 &lt;br /&gt;
 Client on different machine or internet:''' -loginuri http://external_ip:9000/ -loginpage http://external_ip:9000/?method=login'''&lt;br /&gt;
&lt;br /&gt;
To create a user: &lt;br /&gt;
&lt;br /&gt;
type create user &amp;amp;lt;first&amp;amp;gt; &amp;amp;lt;last&amp;amp;gt; &amp;amp;lt;password&amp;amp;gt; &amp;amp;lt;x_loc&amp;amp;gt; &amp;amp;lt;y_loc&amp;amp;gt; in the server console.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grid mode===&lt;br /&gt;
You want to run your own grid. Great! Assuming that you already got your sim running in standalone mode, here is what you need to do:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Current builds of OpenSim grid mode are using mysql to store the grid information. You must have this installed and configured if you want to run your own grid. See [[mysql-config]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
   [[Image:Exclamation.png|left]]&lt;br /&gt;
 NOTE: The grid servers are in the process of being redesigned. Therefore, there is a &amp;quot;legacy&amp;quot; way&lt;br /&gt;
 and a new way of starting things. The most up to date information can be found in the configuration&lt;br /&gt;
 file examples in your OpenSim kit.&lt;br /&gt;
 &lt;br /&gt;
 The new system consists of services and connectors that are run in a server shell (Basic Universal&lt;br /&gt;
 Server Technology, R.O.B.U.S.T.)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For information on running the legacy servers, see [[LegacyServers]]&lt;br /&gt;
&lt;br /&gt;
===Starting the grid services===&lt;br /&gt;
As of OpenSim 0.6.7, R.O.B.U.S.T. has connectors for the asset and inventory functionality. Therefore, some of the legacy servers are still required to run. Following the steps below will get you up and running in no time!&lt;br /&gt;
&lt;br /&gt;
* Configure the user server&lt;br /&gt;
::Start OpenSim.Grid.UserServer.exe&lt;br /&gt;
::You will be asked a number of configuration questions. If the grid servers are all on one machine, most defaults are safe to use, just press enter for all questions except fot the defult inventory server. The default inventory server needs to be given as http://127.0.0.1:8003, because R.O.B.U.S.T uses only one port.&lt;br /&gt;
::The user server will then load and display it's prompt:&lt;br /&gt;
 User#&lt;br /&gt;
* Configure the grid server&lt;br /&gt;
::Start OpenSim.Grid.GridServer.exe&lt;br /&gt;
::Again, you will be asked a few questions and it's safe to accept the defaults if all servers are run on one machine. You will then see the grid server prompt:&lt;br /&gt;
 Grid#&lt;br /&gt;
* Configure R.O.B.U.S.T.&lt;br /&gt;
::Copy OpenSim.Server.ini.example to OpenSim.Server.ini&lt;br /&gt;
::(on version 0.6.6 copy OpenSim.Services.ini.example to OpenSim.Services.ini - then use OpenSim.Services instead OpenSim.Server)&lt;br /&gt;
::Don't forget change ConnectionString accordingly your database settings.&lt;br /&gt;
Linux&lt;br /&gt;
 bin$ cp OpenSim.Server.ini.example OpenSim.Server.ini&lt;br /&gt;
Windows&lt;br /&gt;
 C:\OpenSim\bin&amp;gt; copy OpenSim.Server.ini.example OpenSim.Server.ini&lt;br /&gt;
For more information on the R.O.B.U.S.T. configuration file and more information if you are migrating from an earlier release of OpenSim, refer to [[R.O.B.U.S.T.]]&lt;br /&gt;
 &lt;br /&gt;
::Start OpenSim.Server.exe&lt;br /&gt;
The server will start up it's asset and inventory components and display the R.O.B.U.S.T prompt:&lt;br /&gt;
 R.O.B.U.S.T.#&lt;br /&gt;
* Configure the message server&lt;br /&gt;
::Start OpenSim.Grid.MessagingServer.exe&lt;br /&gt;
::Answer the configuration questions. Again, if all servers are run on the same machine, it's safe to press enter for all questions&lt;br /&gt;
::The server will start and present you with it's prompt:&lt;br /&gt;
 Messaging#&lt;br /&gt;
&lt;br /&gt;
===Starting the regions===&lt;br /&gt;
When using R.O.B.U.S.T., a setting that was not needed in standalone mode needs to be changed from it's default.&lt;br /&gt;
Open OpenSim.ini and find the section titled [Network]. Change the inventory_server_url to read http://127.0.0.1:8003.&lt;br /&gt;
 [Network]&lt;br /&gt;
 inventory_server_url = &amp;quot;http://127.0.0.1:8003&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Next, find the [Architecture] section, comment out the line that says &lt;br /&gt;
 Include-Standalone    = &amp;quot;config-include/Standalone.ini&amp;quot;&lt;br /&gt;
and uncomment the line saying &lt;br /&gt;
 Include-Grid         = &amp;quot;config-include/Grid.ini&lt;br /&gt;
&lt;br /&gt;
save OpenSim.ini, and go into the config-include directory.&lt;br /&gt;
copy the following files &lt;br /&gt;
 GridCommon.ini.example to GridCommon.ini&lt;br /&gt;
 CenomeCache.ini.example to CenomeCache.ini&lt;br /&gt;
 FlotsamCache.ini.example to FlotsamCache.ini&lt;br /&gt;
&lt;br /&gt;
Open all these files (Grid.ini, GridCommon.ini, CenomeCache.ini and FlotsamCache.ini) and edit to suit your needs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should now be ready to start up your sim. The mode that OpenSim.exe starts in is normally controlled by a setting in your OpenSim.ini.  It defaults to standalone mode if that setting is not specified or the file is not found.  If you wish, you can force opensim to start in gridmode on the command line as follows:&lt;br /&gt;
 OpenSim.exe -gridmode=true&lt;br /&gt;
or:&lt;br /&gt;
 mono OpenSim.exe -gridmode=true&lt;br /&gt;
With any luck, everything will come up without too many errors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go to the UserServer console, and type 'create user' to create a new avatar. It will prompt you for the name and password, and the X and Y of the sim that should be his home location. Use 1000 and 1000, or wherever you told your sim to live when you brought it up in standalone mode. At the console of any of these servers, you should be able to type 'help' to get a list of commands.&lt;br /&gt;
&lt;br /&gt;
You should now be able to connect to your new grid with your secondlife client. You need to tell your client to point at the UserServer rather than directly at the sim, though:&lt;br /&gt;
 secondlife -loginuri http://127.0.0.1:8002/&lt;br /&gt;
8002 is the default port for the UserServer, and that IP address should be changed to the server you are running the UserServer on, if they are not all on the same box.  Happy OpenSimming!&amp;lt;br&amp;gt;&lt;br /&gt;
''Note: if you are using Windows Vista, remember to start servers as Admin. If not it will prompt you an error in console like &amp;quot;Error - Access denied&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Multiple regions==&lt;br /&gt;
Using Physical Prim with the OpenDynamicsEngine on *nix, it's recommended that you set your stack reserve level higher then default with the following command;&lt;br /&gt;
&amp;lt;tt&amp;gt;ulimit -s 262144&amp;lt;/tt&amp;gt; Or, run the opensim-ode.sh to start up OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
A powerful region generator is available at: [[RegionGenerator]]&lt;br /&gt;
&lt;br /&gt;
For running multiple regions on the same box, you simply make multiple copies of the 'default.xml' file inside the &amp;lt;tt&amp;gt;bin/Regions/&amp;lt;/tt&amp;gt; directory.  You can do this by typing &amp;lt;tt&amp;gt;create region&amp;lt;/tt&amp;gt; at the OpenSim command prompt, using the script &amp;lt;tt&amp;gt;make.php&amp;lt;/tt&amp;gt; in &amp;lt;tt&amp;gt;share/regions&amp;lt;/tt&amp;gt;, or you can generate the files by hand.&lt;br /&gt;
&lt;br /&gt;
If you want to create the files by hand:&lt;br /&gt;
&lt;br /&gt;
:first copy the default.xml file in the &amp;lt;tt&amp;gt;bin/Regions&amp;lt;/tt&amp;gt; directory, and name them anything you want (I name mine region.x.y.xml, where region is the name of the region, and x and y are the grid coords.)&lt;br /&gt;
:Open each xml file and edit the uuid (a generator can be found at [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage] or on unix, use the uuidgen command), region name, x &amp;amp; y positions, and internal IP port.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!'''  Regardless of the method you use to create your new region, the UUID, name, and grid coordinates ''must'' be unique for each region on a grid.  The port assignment must be unique for each region that is running on a particular machine. The internal IP ''address'' and external host name must be the same for all regions.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;tt&amp;gt;sim_location_x&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;sim_location_y&amp;lt;/tt&amp;gt; should be adjacent integers if you want your regions to be adjacent, so you can run back and forth between them.  '''IMPORTANT: THESE GRID COORDINATES ARE ''NOT'' IN METERS.  THEY ARE SIM POSITIONS.'''  (1000, 1000) is next to (1001,1000), (1000, 1001), and so forth.  1256, 2000, 2048 and similar values are '''not''' adjacent to 1000, they are very far away, so you would not see your sims from one another.&lt;br /&gt;
&lt;br /&gt;
Once you have 2 or more xml files in the bin/Regions folder, running a ''single'' copy of &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; will start up all of your sims! If you come across any errors, there is most likely an error in your xml files.&lt;br /&gt;
&lt;br /&gt;
==Attaching your sim to someone else's grid==&lt;br /&gt;
To set up the region server (i.e., &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt;) to connect to an external grid, you should edit the &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory.  In that file, there is a &amp;lt;tt&amp;gt;[Network]&amp;lt;/tt&amp;gt; section with URLs for the grid, user, and asset servers, as well as send and receive keys (for a basic level of security).  The addresses and send/receive keys will vary depending on the grid you are connecting to, and the grid operator should tell you what values to use.&lt;br /&gt;
&lt;br /&gt;
The other file you may have to change is in your &amp;lt;tt&amp;gt;bin/Regions&amp;lt;/tt&amp;gt; directory. This is where your individual region config files are. If you only have one region, it will by default be called &amp;lt;tt&amp;gt;default.xml&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This can be edited with any text editor. The grid owner may tell you what X and Y location you can place your sim at (you can't have multiple sims at the same location on the grid). If so, the fields you will need to change in this file are &amp;lt;tt&amp;gt;sim_location_x&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;sim_location_y&amp;lt;/tt&amp;gt;.  And the &amp;lt;tt&amp;gt;external_host_name&amp;lt;/tt&amp;gt; should be set to the hostname or IP address of your simulation server (i.e., the machine that is running &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt;).&lt;br /&gt;
A list of public grids that you can attach your sim to is at [[OpenSim: Grids]]&lt;br /&gt;
&lt;br /&gt;
==Running==&lt;br /&gt;
&lt;br /&gt;
===Running OpenSim 0.6.7 and onwards in 64 bit Windows===&lt;br /&gt;
[[Image:Exclamation.png|left]]&lt;br /&gt;
As of OpenSim 0.6.7, the default physics engine for OpenSim was changed to the ODE engine.  This is because ODE is by far the most advanced physics engine plugin currently in OpenSim.  Unfortunately, it has the drawback in that it's library is not compilable under 64bit in Windows.  Therefore, 64 bit Windows users may need to run &lt;br /&gt;
&lt;br /&gt;
 OpenSim.32BitLaunch.exe&lt;br /&gt;
&lt;br /&gt;
instead of &lt;br /&gt;
&lt;br /&gt;
 OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
To launch their region simulator.&lt;br /&gt;
&lt;br /&gt;
An alternative is to use the basicphysics engine instead or one of the other alternative physics engines bundled with OpenSim, though all these are far less functional than the ODE plugin.&lt;br /&gt;
&lt;br /&gt;
===StandAlone===&lt;br /&gt;
'''&amp;lt;u&amp;gt;Windows&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 OpenSim.exe (or OpenSim.32BitLaunch.exe if using the ODE physics engine under 64 bit Windows)&lt;br /&gt;
On Windows Vista, it may be necessary to explicitly &amp;quot;Run as administrator&amp;quot; for opensim.exe to accept connections from a client, even when running as an administrator user. Navigate to the opensim\bin directory, right click opensim.exe, and select &amp;quot;Run as administrator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Linux / Mac OS X&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
===Local Grid===&lt;br /&gt;
====OpenSim 0.6.7====&lt;br /&gt;
'''&amp;lt;u&amp;gt;Windows&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 OpenSim.Grid.UserServer.exe&lt;br /&gt;
 OpenSim.Grid.GridServer.exe&lt;br /&gt;
 OpenSim.Server.exe&lt;br /&gt;
 OpenSim.Grid.MessagingServer.exe&lt;br /&gt;
 OpenSim.exe (or OpenSim.32BitLaunch.exe if using the ODE physics engine under 64 bit Windows)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Linux / Mac OS X&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.Grid.UserServer.exe&lt;br /&gt;
 mono OpenSim.Grid.GridServer.exe&lt;br /&gt;
 mono OpenSim.Server.exe&lt;br /&gt;
 mono OpenSim.Grid.MessagingServer.exe&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
====OpenSim 0.6.6 and earlier====&lt;br /&gt;
'''&amp;lt;u&amp;gt;Windows&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 OpenSim.Grid.UserServer.exe&lt;br /&gt;
 OpenSim.Grid.GridServer.exe&lt;br /&gt;
 OpenSim.Grid.AssetServer.exe&lt;br /&gt;
 OpenSim.Grid.InventoryServer.exe&lt;br /&gt;
 OpenSim.Grid.MessagingServer.exe&lt;br /&gt;
 OpenSim.exe (or OpenSim.32BitLaunch.exe if using the ODE physics engine under 64 bit Windows)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Linux / Mac OS X&amp;lt;/u&amp;gt;'''&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.Grid.UserServer.exe&lt;br /&gt;
 mono OpenSim.Grid.GridServer.exe&lt;br /&gt;
 mono OpenSim.Grid.AssetServer.exe&lt;br /&gt;
 mono OpenSim.Grid.InventoryServer.exe&lt;br /&gt;
 mono OpenSim.Grid.MessagingServer.exe&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
===Note About Mono===&lt;br /&gt;
If you're using mono, you should increase the value of the mono environment variable MONO_THREADS_PER_CPU from its default of 5 to some number that works for your sim. The exact number depends on many factors including: the number of CPUs in your machine, what else you use that machine for, how many regions you have in your sim, how many of them are adjacent, how many scripts you have, and how many avatars you expect to serve at the same time. As a reference, Wright Plaza in OSGrid, which is running as a single region on a sim and routinely hosts meetings with 20 avatars, uses the value 125. &lt;br /&gt;
&lt;br /&gt;
If this number is too low, the operation of your sim will start to break in all sorts of different ways. A common symptom is the freezing of all activity upon login of a new avatar. Other symptoms are a lot more subtle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Configuration Tasks (for advanced users) ==&lt;br /&gt;
&lt;br /&gt;
===Script engine===&lt;br /&gt;
OpenSim supports multiple script engines. See [[ScriptEngines]] for details.  If you don't know what this means then the default script engine will be fine.&lt;br /&gt;
&lt;br /&gt;
===Permissions Configuration===&lt;br /&gt;
OpenSim has a quite elaborate set of permissions. See [[OpenSim:Permissions(Server)]] for details.  By default, permissions are not active on region simulators.&lt;br /&gt;
&lt;br /&gt;
=== Logging ===&lt;br /&gt;
By default, OpenSim logs information to a file called OpenSim.log in the bin directory.  See [[Logging]] for details on how to further configure this if required.&lt;br /&gt;
&lt;br /&gt;
=== Configuration of region modules ===&lt;br /&gt;
* [[IRCBridgeModule]]&lt;br /&gt;
* [[Freeswitch_Module]]&lt;br /&gt;
* [[Offline Messaging]]&lt;br /&gt;
&lt;br /&gt;
=== Configuration of Metaverse Exchange Protocol (MXP) ===&lt;br /&gt;
* [[Metaverse Exchange Protocol]]&lt;br /&gt;
&lt;br /&gt;
=== Configuration of Web Server and Pages===&lt;br /&gt;
OpenSim contains a web server that can serve up a variety of pages.  Some which come from external files and some are generated internally.&lt;br /&gt;
* [[External Files]]&lt;br /&gt;
* [[Internally Generated]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Build_Instructions</id>
		<title>Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Build_Instructions"/>
				<updated>2009-10-19T08:11:56Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Moved performance-related link to Performance page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
This page covers building OpenSim from source code on multiple platforms.  Please help us keep this page up to date as the project progresses.&lt;br /&gt;
&lt;br /&gt;
==Download OpenSim ==&lt;br /&gt;
Check out the [[Download]] page for instructions on obtaining an OpenSim source release.&lt;br /&gt;
&lt;br /&gt;
==MS Windows==&lt;br /&gt;
&lt;br /&gt;
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:&lt;br /&gt;
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)&lt;br /&gt;
* [http://www.mono-project.com/ mono]&lt;br /&gt;
&lt;br /&gt;
Additional note: If you like IDE's you will need C# express 2008 or VS 2008.&lt;br /&gt;
&lt;br /&gt;
Additional note: Microsoft C# Express v9 may install .Net 3.5 with resultant path error.&lt;br /&gt;
# To avoid install .Net framework version 2.0&lt;br /&gt;
&lt;br /&gt;
Additional note: It is possible to develop on Windows Vista 64 bits with the following tweaks:&lt;br /&gt;
# Select OpenSim project properties from solution and choose platform to be x86. Rebuild solution.&lt;br /&gt;
# Select OpenSim.exe properties under solution bin folder and choose windows xp sp 2 compatibility mode + run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
* In the top-level directory, run the '&amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt;' file. This will create a VS2008 solution file, a nant build file and a '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file.&lt;br /&gt;
&lt;br /&gt;
* Open the resulting sln file with visual studio and build it there, or&lt;br /&gt;
* Run the '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file. This will build the executable using MSBuild.&lt;br /&gt;
* if you prefer to use nant, run nant in the same top-level directory. This will build the executables.&lt;br /&gt;
&lt;br /&gt;
If you don't care about physics (walking on prims, etc), ignore the rest of this section.&lt;br /&gt;
&lt;br /&gt;
=== Running ===&lt;br /&gt;
&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&lt;br /&gt;
Double-click on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; executable file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory. This will start up OpenSim in standalone mode.&lt;br /&gt;
&lt;br /&gt;
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a &amp;quot;&amp;lt;tt&amp;gt;chmod 777 *&amp;lt;/tt&amp;gt;&amp;quot; from the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory solves this.&lt;br /&gt;
&lt;br /&gt;
Physics can be invoked by adding the appropriate line to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  For ODE, that would be:&lt;br /&gt;
&lt;br /&gt;
 physics = OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
You can also add a command line option to a shortcut, or run from a command prompt with:&lt;br /&gt;
&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
'''''Windows Vista'''''&lt;br /&gt;
&lt;br /&gt;
Some people have reported that to run on Windows Vista, you must first disable Windows Firewall.  Under the new &amp;quot;Start&amp;quot; button of Vista, select &amp;quot;Control panel&amp;quot;.  Then double-click &amp;quot;Windows Firewall&amp;quot;.  In the window that pops up, on the left column, select &amp;quot;Turn Windows Firewall on or off&amp;quot;.  You will have to give permission for this to run, then select the option &amp;quot;Off (not recommended)&amp;quot;.  Click &amp;quot;OK&amp;quot; and exit from the Windows Firewall window.&lt;br /&gt;
&lt;br /&gt;
If you have McAfee SecurityCenter, see the description below.&lt;br /&gt;
&lt;br /&gt;
Once all the security features are disabled, right click on &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Run as administrator&amp;quot;.  This will pop up a window asking permission, select &amp;quot;Allow&amp;quot;.  Your OpenSim server should run in a DOS-like window and accept connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''McAfee Security'''''&lt;br /&gt;
&lt;br /&gt;
McAfee Security does not allow applications to listen on ports not explicitly specified.  You have two options: 1) disable firewall protection all together, 2) enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to be able to open ports.&lt;br /&gt;
&lt;br /&gt;
''Disable firewall''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Here you can select &amp;quot;Off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to open ports''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Select the &amp;quot;Advanced...&amp;quot; button.  This will pop up a new window.&lt;br /&gt;
&lt;br /&gt;
In the new window, on the left side, select &amp;quot;Program Permissions.&amp;quot;  In the middle on the right side of the window, select the &amp;quot;Add Allowed Program&amp;quot; button.  Use the browser that pops up to find the OpenSim executable and select it.&lt;br /&gt;
&lt;br /&gt;
Finally, select &amp;quot;OK&amp;quot; and exit the McAfee SecurityCenter window.&lt;br /&gt;
&lt;br /&gt;
==Linux/Mac OS X/FreeBSD==&lt;br /&gt;
&lt;br /&gt;
The easiest plaform to get running on the Linux side is Ubuntu 8.10, 32bit.  This is what most of the developers running Linux use.  If you are looking for the quick path, start there.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 / 8.10 / 9.04 / 9.10 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu users on older distributions (7.10, 8.04, etc.) '''you need''' to upgrade your mono to at least 1.9.1.  Mono 2.2 is currently the preferred version to run OpenSim with. (** NOTE ** - recent builds seem to prefer 2.4?)&lt;br /&gt;
&lt;br /&gt;
You can use the built in packages for mono.  However, for better performance, you may want to [http://xyzzyxyzzy.net/2008/05/08/updated-mono-build-script-for-hardy-heron-and-mono-191/ upgrade mono to 1.9.1] ([http://tempvariable.blogspot.com/2008/04/installing-mono-191-on-ubuntu-804-hardy.html Other simple method])&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install subversion nant mono-gmcs libmono-microsoft8.0-cil \&lt;br /&gt;
      libmono-system-runtime2.0-cil libgdiplus libmono-i18n2.0-cil libmono-oracle2.0-cil&lt;br /&gt;
 [[Download]] opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
To upgrade the Mono version to the latest stable build Mono 2.0.1, read this page [[Build Instructions/Ubuntu-Mono-2.0.1 | Ubuntu on Mono 2.0.1]]&lt;br /&gt;
&lt;br /&gt;
=== openSUSE 10.3/11/11.1 ===&lt;br /&gt;
&lt;br /&gt;
Install an openSUSE 11.1, 11 or 10.3 with its default options, add the online repositories&lt;br /&gt;
when finished installing do an online update with all the latest packages.&lt;br /&gt;
&lt;br /&gt;
In yast install these packages, for running Opensim in standalone mode.&lt;br /&gt;
(there is a slight diffrence between 10.3 and 11/11.1 but following should be same)&lt;br /&gt;
 subversion&lt;br /&gt;
 nant&lt;br /&gt;
 mono-jscript&lt;br /&gt;
 - check that mono-core is installed&lt;br /&gt;
&lt;br /&gt;
just in case you do not already have it installed &lt;br /&gt;
&lt;br /&gt;
  sudo zypper install mono-data-oracle&lt;br /&gt;
&lt;br /&gt;
A tip for OpenSuSE 11.1 users - you can install packages from the command line using the 'zypper' tool.  For example, to install 'nant', use this command:&lt;br /&gt;
&lt;br /&gt;
  sudo zypper install nant&lt;br /&gt;
&lt;br /&gt;
If you just want to use SQLite then jump to last section &lt;br /&gt;
within this post.&lt;br /&gt;
&lt;br /&gt;
* Optional mysql - for Opensim running in Grid mode:&lt;br /&gt;
Install these mysql packages via yast&lt;br /&gt;
  mysql&lt;br /&gt;
  mysql-client&lt;br /&gt;
  mysql-administrator&lt;br /&gt;
  mysql-gui-tools&lt;br /&gt;
  mysql-query-browser&lt;br /&gt;
&lt;br /&gt;
(note that selecting mysql in the Yast2 Installer will select the other packages automatically)&lt;br /&gt;
&lt;br /&gt;
Before building create the mysql database.&lt;br /&gt;
 /etc/init.d/mysql start&lt;br /&gt;
 mysql -u root -p -h localhost&lt;br /&gt;
 (when asked for password just hit enter)&lt;br /&gt;
&lt;br /&gt;
 mysql&amp;gt; create database opensim;&lt;br /&gt;
 mysql&amp;gt; use opensim;&lt;br /&gt;
 mysql&amp;gt; create user 'opensim'@'localhost' identified by 'thePassword';&lt;br /&gt;
 mysql&amp;gt; grant all on *.* to 'opensim'@'localhost';&lt;br /&gt;
 mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
*note that the '''grant all''' command may differ if you're adding the opensim database to an existing mysql installation.&lt;br /&gt;
&lt;br /&gt;
On current builds set the connection string inside bin/OpenSim.ini after coppying the OpenSim.ini.example file.&lt;br /&gt;
If you are changing to MySQL from SQLite, the connection string for mysql also exists in the bin/Region/*xml files.&lt;br /&gt;
* It is '''important''' to remember this if you start out using the built-in SQLite database engine.&lt;br /&gt;
&lt;br /&gt;
Build after installation of above in bash terminal. I save it in /opt&lt;br /&gt;
&lt;br /&gt;
 su -&lt;br /&gt;
 cd /opt&lt;br /&gt;
 [[Download]] opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
Or, if you have a current (0.6+), you can simply execute:&lt;br /&gt;
&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section,or&lt;br /&gt;
just run your OpenSim as a Standalone. By - eagleFX&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X 10.5/10.4 ===&lt;br /&gt;
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST) (Works on iMac G5 with OS 10.4.11, including expanding to local grid mode. --[[User:Magnuz|Magnuz]] 2008-12-15 10:50 (CET))&lt;br /&gt;
* Install XCode Developers Tools from DVD/CD Installation Disk or download  from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.&lt;br /&gt;
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.&lt;br /&gt;
* Install Mono 1.2.5 from http://ftp.novell.com/pub/mono/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg (The more recent releases Mono 1.2.6, 1.9.1 and 2.0.1 do not appear to work with these installation instructions. --[[User:Magnuz|Magnuz]] 2008-12-14 15:56 (CET)) and in Terminal or X11 edit the .profile file  and add the following line:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
* Compile OpenSim&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim&lt;br /&gt;
 cd opensim &lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll&lt;br /&gt;
* libopenjpeg-libsl-2.1.2.0.dylib:&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/old/libsl1550 opensim-libs&lt;br /&gt;
 cd opensim-libs/openjpeg-libsl&lt;br /&gt;
 make -f Makefile.osx&lt;br /&gt;
 cp libopenjpeg-libsl-2.1.2.0.dylib ../../bin&lt;br /&gt;
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, but works properly on Intel Macs. Looks like a gcc issue with compile options. (It appears to work on iMac G5 with OS X 10.4.11. --[[User:Magnuz|Magnuz]] 2008-12-14 15:55 (CET))&lt;br /&gt;
&lt;br /&gt;
* libsecondlife.dll: (for PowerPC Only, see  details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])&lt;br /&gt;
 cd .. (back into opensim-libs)&lt;br /&gt;
 nant&lt;br /&gt;
 cp bin/libsecondlife.dll ../bin&lt;br /&gt;
&lt;br /&gt;
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu=&amp;quot;x86&amp;quot; tag in the last dllmap line.&lt;br /&gt;
&lt;br /&gt;
Here is what worked for me (OS X 10.5.7, Intel):&lt;br /&gt;
&lt;br /&gt;
* make sure you have X11 installed&lt;br /&gt;
* grab the Apple Dev Tools from [http://developer.apple.com/]&lt;br /&gt;
* install Mono Framework 2.4 from [http://www.go-mono.com/mono-downloads/download.html]&lt;br /&gt;
* Get OpenSim source:&lt;br /&gt;
  svn co http://opensimulator.org/svn/opensim/tags/0.6.5-post-fixes opensim&lt;br /&gt;
* Compile OpenSim:&lt;br /&gt;
  cd opensim&lt;br /&gt;
  ./runprebuild.sh&lt;br /&gt;
  nant&lt;br /&gt;
--[[User:Kusako|Kusako]] 08:06, 19 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here is what worked for me (OS X 10.5.7 and 10.6, Intel) on (8/9/09):&lt;br /&gt;
&lt;br /&gt;
* make sure you have X11 installed&lt;br /&gt;
* Very important to grab the latest Apple Dev Tools (3.2.1 on 8/9/09) (from [http://developer.apple.com/] - You will need a developer account, it is free.&lt;br /&gt;
* install Mono Framework 2.4 (version 2.4.2.3 on 8/9/09) from [http://www.go-mono.com/mono-downloads/download.html]&lt;br /&gt;
* install Mac Ports from [http://www.macports.org/]&lt;br /&gt;
* Mac Ports should update its packages on install, but to be safe, type the following at the Terminal: &lt;br /&gt;
  sudo port -v selfupdate&lt;br /&gt;
* Use mac ports to install nant. (This should pull in everything you need. I think this will also try to install mono, but since I already had it installed, that errored on me. Don't worry about it though, it should install everything else you need.) At the Terminal type: &lt;br /&gt;
  sudo port install nant &lt;br /&gt;
    &lt;br /&gt;
* Get OpenSim source. I downloaded 0.6.6 from [http://opensimulator.org/wiki/Download]&lt;br /&gt;
* Uncompress the download.&lt;br /&gt;
* Compile OpenSim:&lt;br /&gt;
  cd opensim&lt;br /&gt;
  ./runprebuild.sh&lt;br /&gt;
  nant&lt;br /&gt;
  &lt;br /&gt;
*Then of course the issue with the 0.6.6 release. &lt;br /&gt;
This release had some bugs with default automatic configuration on the first startup of OpenSim.exe.  bin/Regions/default.xml (region configuration file) is not automatically created in the main directory.  Therefore, you must manually create this file.  Here is an example.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Root&amp;gt;&lt;br /&gt;
  &amp;lt;Config sim_UUID=&amp;quot;UUID&amp;quot; sim_name=&amp;quot;NAME&amp;quot; sim_location_x=&amp;quot;1000&amp;quot; sim_location_y=&amp;quot;1000&amp;quot;&lt;br /&gt;
 internal_ip_address=&amp;quot;IP_ADDRESS_OF_SERVER&amp;quot; internal_ip_port=&amp;quot;9000&amp;quot; allow_alternate_ports=&amp;quot;false&amp;quot;&lt;br /&gt;
 external_host_name=&amp;quot;DNS_NAME_OF_SERVER&amp;quot; master_avatar_uuid=&amp;quot;00000000-0000-0000-0000-000000000000&amp;quot;&lt;br /&gt;
 estate_covanant_uuid=&amp;quot;00000000-0000-0000-0000-000000000000&amp;quot; master_avatar_first=&amp;quot;FIRST_NAME&amp;quot;&lt;br /&gt;
 master_avatar_last=&amp;quot;SECOND_NAME&amp;quot; master_avatar_pass=&amp;quot;PASSWORD&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/Root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You must change UUID, NAME, IP_ADDRESS_OF_SERVER, DNS_NAME_OF_SERVER, FIRST_NAME, SECOND_NAME and PASSWORD to your own values.&lt;br /&gt;
(I noticed than IP_ADDRESS_OF_SERVER should be set to real IP not to 127.0.0.1)&lt;br /&gt;
&lt;br /&gt;
'''Summary''':&lt;br /&gt;
&lt;br /&gt;
*Run OpenSim0.6.6Setup.exe and install OpenSim in Windows&lt;br /&gt;
*Run OpenSim.exe and enter default values - record them!&lt;br /&gt;
*Shutdown simulator (command: shutdown)&lt;br /&gt;
*Create default.xml with copy of above&lt;br /&gt;
*Change values in default.xml with recoded values&lt;br /&gt;
*Be sure default.xml be in main directory (same with OpenSim.ini)&lt;br /&gt;
*Run again OpenSim.exe&lt;br /&gt;
*Connect with viewer&lt;br /&gt;
--[[User:thart|thart]] 12:00, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== FreeBSD 6.2 ===&lt;br /&gt;
 su&lt;br /&gt;
 cd /usr/ports/devel/subversion/ &amp;amp;&amp;amp; make install clean (you may also need to rebuild apr-svn if this step fails)&lt;br /&gt;
 cd /usr/ports/lang/mono/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/devel/nant/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/databases/sqlite3/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/x11-toolkits/libgdiplus/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 [[Download]] opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
 Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]&lt;br /&gt;
 &amp;quot;System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&amp;quot; issue, but use &amp;quot;gmake&amp;quot; instead of &amp;quot;make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For ODE Physics you must do the following:&lt;br /&gt;
 cd /usr/ports/graphics/libGL/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/graphics/libGLU/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
 sh autogen.sh&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make&lt;br /&gt;
 mv ./ode/src/.libs/libode.so /opensim/installation/directory/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 4 ===&lt;br /&gt;
 sudo vi /etc/yum.repos.d/mono.repo&lt;br /&gt;
&lt;br /&gt;
  [mono]&lt;br /&gt;
  name=Mono for rhel-4-i386 (stable)&lt;br /&gt;
  baseurl=http://ftp.novell.com/pub/mono/download-stable/rhel-4-i386/&lt;br /&gt;
  enabled=1&lt;br /&gt;
  gpgcheck=0&lt;br /&gt;
&lt;br /&gt;
 sudo yum install mono-complete monodoc-core nant&lt;br /&gt;
 [[Download]] opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 5 ===&lt;br /&gt;
&lt;br /&gt;
The instructions below also work on other RedHat Linux flavors such as CentOS or maybe Fedora.&lt;br /&gt;
&lt;br /&gt;
1. Put the [http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo Mono.repo] file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
 $ sudo su -&lt;br /&gt;
 $ cd /etc/yum.repos.d/&lt;br /&gt;
 $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
Naturally use the most [http://download.opensuse.org/repositories/Mono up-to-date link for your distribution].&lt;br /&gt;
&lt;br /&gt;
2. Install Mono and related tools with yum:&lt;br /&gt;
 $ yum install mono nant mono-jscript mono-nunit&lt;br /&gt;
Make sure to use nunit-console2 to run your tests.&lt;br /&gt;
&lt;br /&gt;
=== Fedora 5 ===&lt;br /&gt;
* I needed to build latest mono and nant from sources to build OpenSim successfully, the ones available in yum repository didn't work so I had to uninstall and build and configure the packages.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions go [http://ruakuu.blogspot.com/2008/06/installing-and-configuring-opensim-on.html here]&lt;br /&gt;
&lt;br /&gt;
=== Debian 4 ===&lt;br /&gt;
&lt;br /&gt;
For detailed instructions please see [[Debian 4 Build Instructions]]&lt;br /&gt;
&lt;br /&gt;
=== CentOS 5.2 32bit ===&lt;br /&gt;
&lt;br /&gt;
For detailed instructions please see [[CentOS 5.2 Build Instructions]]&lt;br /&gt;
&lt;br /&gt;
=== 64bit ===&lt;br /&gt;
Please note that only 32bit binaries are provided in the bin/ directory of subversion.  If you want to use 64bit, you'll need to rebuild these shared objects.  See [[Installing and running on x86-64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics (Open Dynamics Engine ODE) ===&lt;br /&gt;
As installed from svn, ODE will work on most 32 bit platforms.  If you get an ODE-related crash, and/or a &amp;lt;i&amp;gt;libode.so not found&amp;lt;/i&amp;gt; type of error, you will need to build libode from source.&lt;br /&gt;
&lt;br /&gt;
Remove &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from the &amp;lt;tt&amp;gt;./bin&amp;lt;/tt&amp;gt; folder.  (Note that subsequent svn updates may replace it again; best fix is to copy your built &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;).  Do NOT remove &amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;!  Download the latest source from:&lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
OpenSim requires a couple of patches on top of ODE which are not yet included upstream.  When compiling, make sure to use the following configure options:&lt;br /&gt;
&lt;br /&gt;
 --with-trimesh=gimpact &lt;br /&gt;
 --enable-shared&lt;br /&gt;
&lt;br /&gt;
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default).  Try &amp;lt;code&amp;gt; make -k &amp;lt;/code&amp;gt; if you get errors relating to drawstuff, test*, or openGL.  &amp;lt;code&amp;gt; make install &amp;lt;/code&amp;gt; should put &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; in the proper place (usually &amp;lt;tt&amp;gt;/usr/local/lib&amp;lt;/tt&amp;gt;), and it should be seen by opensim (&amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' if OpenSim fails to launch with &amp;lt;tt&amp;gt;Exception: System.DllNotFoundException: ode&amp;lt;/tt&amp;gt;, after compiling ODE, just copy &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from its usual place (probably &amp;lt;tt&amp;gt;/usr/local/lib/&amp;lt;/tt&amp;gt;) to ./bin/, as per [http://metafuturing.net/index.php/OpenSim_Notebook_1 this suggestion]''&lt;br /&gt;
&lt;br /&gt;
==== Setting up ODE for 64 Bits systems: ====&lt;br /&gt;
&lt;br /&gt;
HOWTO on setting up and Install OpenSim on SLES10 - SP1 64Bit&lt;br /&gt;
&lt;br /&gt;
1. I installed Mono 2.01, added this installation source in Yast2&lt;br /&gt;
    This distro supports installing packages via YaST. Add the following installation source to YaST:&lt;br /&gt;
    * http://ftp.novell.com/pub/mono/download-stable/SLE_10 [^]&lt;br /&gt;
    For assistance with using repositories and installing packages with YaST, visit the Yast help page.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;nant&amp;quot; was installed also via this operation.&lt;br /&gt;
&lt;br /&gt;
2. I installed subversion from http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   subversion-1.5.2-34.2.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
3. I downloaded and installed the lastest SVN version of opensim as usual (like a 32 bit system):&lt;br /&gt;
   http://opensimulator.org/wiki/Build_Instructions [^]&lt;br /&gt;
&lt;br /&gt;
4. I downloaded and installed the Open Dynamics Engine (ODE) to replace the 32 bit version of ODE with a 64 bit version.&lt;br /&gt;
 &lt;br /&gt;
   I did that with the following linux commands:&lt;br /&gt;
  (it is expected that you have all required Linux building tools installed):&lt;br /&gt;
   &lt;br /&gt;
   # cd&lt;br /&gt;
   # svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine [^]&lt;br /&gt;
   # cd OpenDynamicEngine&lt;br /&gt;
   # chmod a+x ou/bootstrap&lt;br /&gt;
   # sh autogen.sh&lt;br /&gt;
&lt;br /&gt;
 I installed/updated SLES10 with these rpm's for autogen.sh to run properly. http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   - autoconf-2.61-168.1.x86_64.rpm&lt;br /&gt;
   - automake-1.10.1-5.3.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
   # CFLAGS=&amp;quot;-m64&amp;quot; ./configure --enable-shared&lt;br /&gt;
   # make&lt;br /&gt;
&lt;br /&gt;
 I installed gtk2-devel via yast2, and all its dependancies, because make keept failing.&lt;br /&gt;
&lt;br /&gt;
   # cp ./ode/src/.libs/libode.so /opt/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
 note:&lt;br /&gt;
 in this directory it had made several versions of the &amp;quot;libode.so&amp;quot; because of running the previous commands several times&lt;br /&gt;
 so i had to copy libode.so.1.0.0 to /opt/opensim/bin/libode.so&lt;br /&gt;
&lt;br /&gt;
   # vi ../opensim/bin/OpenSim.ini (change av_capsule_standup_tensor_linux to 1700000)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'chmod' command is required to fix permissions that are wrong.&lt;br /&gt;
The change in OpenSim.ini is required to avoid that avatars have bend legs and/or their feet are in the ground.&lt;br /&gt;
&lt;br /&gt;
==== Running ====&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if you are running a 32bit Server such as Ubuntu 8.0.4 you need the alternative launcher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
mono OpenSim.32BitLaunch.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To invoke ODE, add the option:&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
to the &amp;lt;tt&amp;gt;mono OpenSim.exe&amp;lt;/tt&amp;gt; line&lt;br /&gt;
&lt;br /&gt;
or add &amp;lt;code&amp;gt;  physics = OpenDynamicsEngine &amp;lt;/code&amp;gt; to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  Same deal for other physics engines, when available.&lt;br /&gt;
&lt;br /&gt;
On mono 1.2.6, some distributions may see&lt;br /&gt;
 Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported&lt;br /&gt;
on startup when using mysql.  This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).&lt;br /&gt;
&lt;br /&gt;
== Hardware selection guide ==&lt;br /&gt;
&lt;br /&gt;
An often-asked question is &amp;quot;what kind of hardware do I need to successfully run OpenSim?&amp;quot;  Unfortunately, the answer is &amp;quot;it depends&amp;quot;.  The number of regions hosted on a given machine, number of simultaneous avatars on those regions, number of prims, use of scripts, etc., all affect hardware requirements.  So, to help you make a more informed selection, some examples of hardware used are listed in the [[Hardware_Selection_Guide|hardware selection guide]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Performance</id>
		<title>Performance</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Performance"/>
				<updated>2009-10-19T08:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Moving content from GC_NO_EXPLICIT page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
==Running Squid on your region server as a reverse proxy to the asset server==&lt;br /&gt;
1. Download and install the Squid Proxy from: http://www.squid-cache.org/Download/&amp;lt;br&amp;gt;&lt;br /&gt;
2. Create your [[squid.conf]] configuration file.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Change your asset_server configuration in your OpenSim.ini to point to http://localhost:3128/&amp;lt;br&amp;gt;&lt;br /&gt;
4. Start everything up!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now assets will be cached in the squid cache on the region server, and will be served up much faster, especially on region restart.&lt;br /&gt;
&lt;br /&gt;
== GC_NO_EXPLICIT ==&lt;br /&gt;
&lt;br /&gt;
Sometimes this patch applied to mono-svn has helped my sim run a lot faster and not slowly get bogged down.&lt;br /&gt;
&lt;br /&gt;
$mono-svn-root$/mono&lt;br /&gt;
  mono/metadata/boehm-gc.c&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: boehm-gc.c&lt;br /&gt;
===================================================================&lt;br /&gt;
--- boehm-gc.c	(revision 105684)&lt;br /&gt;
+++ boehm-gc.c	(working copy)&lt;br /&gt;
@@ -107,6 +107,10 @@&lt;br /&gt;
 void&lt;br /&gt;
 mono_gc_collect (int generation)&lt;br /&gt;
 {&lt;br /&gt;
+	static int no_explicite_gc = 0; if (no_explicite_gc==0) {if (getenv(&amp;quot;GC_NO_EXPLICIT&amp;quot;)) {no_explicite_gc = 1;return;} else {no_explicite_gc = 2;}} else if (no_explicite_gc==1) {&lt;br /&gt;
+		g_print(&amp;quot;\n --------GC_NO_EXPLICIT \n&amp;quot;);&lt;br /&gt;
+		return;&lt;br /&gt;
+		}&lt;br /&gt;
 	MONO_PROBE_GC_BEGIN (generation);&lt;br /&gt;
 	&lt;br /&gt;
 	GC_gcollect ();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not only this, but I recompile the mono runtime:&lt;br /&gt;
&amp;lt;pre&amp;gt;--with-large-heap=yes&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the Sim is limited to 3GB RAM.  Probably, this second peice is more important.  But still, afterwards it's worth a shot to test with both to see if there is a difference in performance:&lt;br /&gt;
&lt;br /&gt;
 export GC_NO_EXPLICIT=1&lt;br /&gt;
and&lt;br /&gt;
 unset GC_NO_EXPLICIT&lt;br /&gt;
&lt;br /&gt;
What I think, (only a guess) is that Mono starts internally GC thrashing in fishing expeditions to gaining maybe 1k of RAM at time. And by having a large heap (&amp;gt;3GB), it is possible might keep mono less apt to do stop world complete collections as often.&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Testing</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Testing"/>
				<updated>2009-10-11T04:47:52Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Physics / Collision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{content}}&lt;br /&gt;
&lt;br /&gt;
= Automated Testing =&lt;br /&gt;
For information on the current continuous integration system for OpenSim go to [[Automated Testing]].&lt;br /&gt;
&lt;br /&gt;
For information about debugging the test cases go to [[Debugging Unit Tests]].&lt;br /&gt;
&lt;br /&gt;
= Current functionality =&lt;br /&gt;
&lt;br /&gt;
* [[Features Currently Supported]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Priorities and Test Plans]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Check [[LSL Status|LSL Status]] Page for currently implemented scripting features.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: not all scripting features are supported yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Standalone region tested with svn version 9379&lt;br /&gt;
* Grid region tested with svn version 9379&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;logout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;relog&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Home - Login Start Location&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Configurable by Region&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Alt Home - if Home unavailable&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Alternate Region hardset by GRID&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;day / night cycle&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;windlight&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;clouds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;wind&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;water and water texture&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;terrain and terrain textures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accounts and permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple account creation&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions per account&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;minimal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;account has inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Early stages&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sim supports multiple logins&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport within region&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (go inside ground when teleport from low to high position,always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport between regions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;built-in animations (walking, flying, sitting)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded animations / gestures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded sounds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can wear clothes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can attach items&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;pics &amp;amp; text&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;pics &amp;amp; text&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;DRAG / CTRL DRAG objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim type&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim transparency&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim colour&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim texture (including uploaded textures)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim size, cut, hollow, etc&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim light, fullbright and flexi&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;link prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;unlink prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;objects persist in world across login / logoff and server restart&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;parcel support&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;select land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;raise land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;lower land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;flatten land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;roughen land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;smooth land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and parcels ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;subdivide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;buy and sell&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;orange&amp;quot;&amp;gt;Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;orange&amp;quot;&amp;gt;Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Set Land To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Allow Deed To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OKd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Owner Makes Contribution With Deed&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy Pass - (Temporary Paid Access)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Covenants&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Estate Owner&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Objects&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sim Usage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Prims on Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Return Parcel Primitives&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;AutoReturn of Prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Options&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Media&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Replace Texture With Media&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Music Stream URL&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Restrict Spatialized Sounds to Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Access&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Bans&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access to Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access by Avatar&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Individual Avatar Ban&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working - Grid can disable feature gridwide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;friends list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploads&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, jpg, bmp,tga (alpha)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but not complete&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but not complete&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working(User, Groups, Parcel, Region)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working(User, Groups, Parcel, Region)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;large map&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;minimap&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;money&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Works if using IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Works if using IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;HUD attachments&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Friends ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;mapping&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;online visibility&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can edit my objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;no friends = generic perms application only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send teleport&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
Groups are implemented, but must be enabled in opensim.ini&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;description&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;graphic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;notices&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;vote&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;invite&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;members&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;publish&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change active title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;enrollment fee&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;open enrollment&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set mature flag&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Group Roles ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;abilities&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partially Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partially Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chat, IM, Voice ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;local chat&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Shout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send / receive IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;offline IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but groups must be enabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but groups must be enabled&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple friend IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;participant list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Must enable and use freeswitch voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Must enable and use freeswitch voice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;IRC bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK (Configurable on Server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics / Collision ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;basicphysics&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;POS&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;OpenDynamicsEngine&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;modified_BulletX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;RealPhysX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;BulletDotNET&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (ground is very slippery)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;fly&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (autopilot has trouble getting to the right spot 'try phantom prim')&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;bump into object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Collidable Linksets&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Avatar Land on Prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim physics&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Physical (active) Linksets&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;cut/hollow/dimpled prim (non)collisions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK with Meshmerizer&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;physical vehicles&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but friction is much too high.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create LSL script&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add script to object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Drag from inventory into prim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;execute script in object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: not all scripting features are supported yet.&lt;br /&gt;
Check [[LSL Status]] for currently implemented features.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create new items (folder, notes, body, clothes, prims, scripts)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete prims -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete items -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;trash folder functions (restore, purge)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;quot;recent items&amp;quot; list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;half, only new uploaded and self created stuff, but acctepted inventory offers not listed (8814)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;inventory persists across logout / login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;drag items to / from world&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;give inventory items to other avatars&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Inventory should not yet be treated as permanent, whilst development is still occurring.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone - Allowed User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone - Denied User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid - Allowed User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid - Denied User&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Run Script - Estate Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Run Script - Parcel Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Rez Object - Estate Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Rez Object - Parcel Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Estate Settings&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Terrain&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Duplicate (Drag-Duplicate AND Ctrl-D) Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Take Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Move Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Copy Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Delete Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Add/Remove to Object's Inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- note --&lt;br /&gt;
new objects had to be rezzed for each change in permissions for a test - new permissions settings did not apply to existing objects&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Testing</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Testing"/>
				<updated>2009-10-11T04:47:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{content}}&lt;br /&gt;
&lt;br /&gt;
= Automated Testing =&lt;br /&gt;
For information on the current continuous integration system for OpenSim go to [[Automated Testing]].&lt;br /&gt;
&lt;br /&gt;
For information about debugging the test cases go to [[Debugging Unit Tests]].&lt;br /&gt;
&lt;br /&gt;
= Current functionality =&lt;br /&gt;
&lt;br /&gt;
* [[Features Currently Supported]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Priorities and Test Plans]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Check [[LSL Status|LSL Status]] Page for currently implemented scripting features.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: not all scripting features are supported yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Standalone region tested with svn version 9379&lt;br /&gt;
* Grid region tested with svn version 9379&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;logout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;relog&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Home - Login Start Location&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Configurable by Region&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Alt Home - if Home unavailable&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Alternate Region hardset by GRID&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;day / night cycle&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;windlight&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;clouds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;wind&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;water and water texture&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;terrain and terrain textures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accounts and permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple account creation&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions per account&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;minimal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;account has inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Early stages&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sim supports multiple logins&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport within region&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (go inside ground when teleport from low to high position,always facing north after teleport)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;teleport between regions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;built-in animations (walking, flying, sitting)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded animations / gestures&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploaded sounds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can wear clothes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can attach items&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;pics &amp;amp; text&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;pics &amp;amp; text&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;DRAG / CTRL DRAG objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim type&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim transparency&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim colour&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim texture (including uploaded textures)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change prim size, cut, hollow, etc&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim light, fullbright and flexi&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;link prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;unlink prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;objects persist in world across login / logoff and server restart&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;parcel support&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK See Parcels Below&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;select land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;raise land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;lower land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;flatten land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;roughen land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;smooth land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and parcels ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;subdivide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;buy and sell&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;orange&amp;quot;&amp;gt;Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;orange&amp;quot;&amp;gt;Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Set Land To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Allow Deed To Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OKd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Owner Makes Contribution With Deed&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy Pass - (Temporary Paid Access)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Covenants&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Buy For Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Estate Owner&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Objects&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sim Usage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Prims on Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Return Parcel Primitives&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;AutoReturn of Prims&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Options&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Media&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Replace Texture With Media&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Music Stream URL&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Restrict Spatialized Sounds to Parcel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Access&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Show Owners (Land Menu)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Land Bans&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access to Group&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Limit Access by Avatar&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Individual Avatar Ban&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Working - Grid can disable feature gridwide&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;friends list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;uploads&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, jpg, bmp,tga (alpha)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit profile&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but not complete&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but not complete&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working(User, Groups, Parcel, Region)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working(User, Groups, Parcel, Region)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;large map&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;minimap&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;money&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Works if using IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Works if using IP ADDRESS AND PORT:9000&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;HUD attachments&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Friends ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;permissions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;mapping&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;online visibility&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;can edit my objects&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;no friends = generic perms application only&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send teleport&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
Groups are implemented, but must be enabled in opensim.ini&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;join&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;description&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;graphic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;notices&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;vote&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;invite&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;members&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;publish&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;change active title&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;enrollment fee&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;open enrollment&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;set mature flag&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group land&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Group Roles ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;edit&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;remove person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;abilities&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partially Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;Partially Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chat, IM, Voice ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;local chat&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Shout&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK - Plus Configurable Distance (server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;send / receive IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;offline IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;group IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but groups must be enabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but groups must be enabled&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;multiple friend IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;participant list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;Not Yet Implemented&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Must enable and use freeswitch voice&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Must enable and use freeswitch voice&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;IRC bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK (Configurable on Server)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics / Collision ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;basicphysics&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;POS&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;OpenDynamicsEngine&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;modified_BulletX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;RealPhysX&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;BulletDotNET&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (ground is very slippery)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;fly&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on ground&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;sit on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;partially working (autopilot has trouble getting to the right spot 'try phantom prim')&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;walk on object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;bump into object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Collidable Linksets&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Avatar Land on Prim&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;prim physics&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Physical (active) Linksets&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;cut/hollow/dimpled prim (non)collisions&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK with Meshmerizer&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;physical vehicles&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, but friction is much too high.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create LSL script&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK, see supported commands&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;add script to object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;Drag from inventory into prim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;execute script in object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: not all scripting features are supported yet.&lt;br /&gt;
Check [[LSL Status]] for currently implemented features.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;create new items (folder, notes, body, clothes, prims, scripts)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete prims -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;delete items -&amp;gt; trash&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;trash folder functions (restore, purge)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;search inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;quot;recent items&amp;quot; list&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;not working&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;yellow&amp;quot;&amp;gt;half, only new uploaded and self created stuff, but acctepted inventory offers not listed (8814)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;inventory persists across logout / login&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;drag items to / from world&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;give inventory items to other avatars&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;OK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
Inventory should not yet be treated as permanent, whilst development is still occurring.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone - Allowed User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Standalone - Denied User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid - Allowed User&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Grid - Denied User&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Run Script - Estate Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Run Script - Parcel Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Rez Object - Estate Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Rez Object - Parcel Disabled&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Estate Settings&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;no&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Terrain&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Duplicate (Drag-Duplicate AND Ctrl-D) Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Take Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Move Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Copy Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Edit Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Delete Object&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Add/Remove to Object's Inventory&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;grey&amp;quot;&amp;gt;unknown&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;lime&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;red&amp;quot;&amp;gt;yes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- note --&lt;br /&gt;
new objects had to be rezzed for each change in permissions for a test - new permissions settings did not apply to existing objects&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Using_Git</id>
		<title>Using Git</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Using_Git"/>
				<updated>2009-10-11T04:45:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an introduction to using git for OpenSim.&lt;br /&gt;
&lt;br /&gt;
= Installing Git =&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
=== CLI ===&lt;br /&gt;
:Git is provided as a package with all modern Linux distributions.  Install the following packages depending on environment:&lt;br /&gt;
::* Debian, Ubuntu: &amp;lt;pre&amp;gt;apt-get install git-core&amp;lt;/pre&amp;gt;&lt;br /&gt;
::* Centos: see the instructions at http://www.how-to-linux.com/2009/01/install-git-161-on-centos-52/&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
:[http://www.kernel.org/pub/software/scm/git/docs/git-gui.html git-gui]&lt;br /&gt;
::* Debian, Ubuntu:&lt;br /&gt;
 $ sudo apt-get install git-gui&lt;br /&gt;
 $ git gui&lt;br /&gt;
&lt;br /&gt;
:[http://cola.tuxfamily.org/ git-cola]&lt;br /&gt;
::* Debian, Ubuntu:&lt;br /&gt;
 $ apt-get install git-cola&lt;br /&gt;
 $ git-cola&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
On Windows you need to install 2 packages:&lt;br /&gt;
* [http://msysgit.googlecode.com/files/Git-1.6.4-preview20090730.exe msysgit] - the basic git port for windows.  Install this first.&lt;br /&gt;
* [http://code.google.com/p/tortoisegit/ Tortoise Git] - the git explorer.  Install this second.&lt;br /&gt;
&lt;br /&gt;
When '''installing msysgit''' be sure to choose&lt;br /&gt;
'''Unix style line endings'''.  This will make it so that all the line endings are managed correctly, which will prevent merge issues in the future.&lt;br /&gt;
&lt;br /&gt;
[[Image:msysgit1.png]] [[Image:msysgit2.png]] [[Image:msysgit3.png]] [[Image:msysgit4.png]] [[Image:msysgit5.png]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
If you have [http://www.macports.org/ MacPorts] installed, then open a Terminal window and run:&lt;br /&gt;
&lt;br /&gt;
 sudo port install git-core&lt;br /&gt;
&lt;br /&gt;
= Configuring Git  =&lt;br /&gt;
&lt;br /&gt;
Git has both a global config and a local config for each repo. As one might expect, local trumps global. The first important thing to do is set your name and email address, as that will be used in your commits.&lt;br /&gt;
&lt;br /&gt;
On Linux / Mac OS X this is done via:&lt;br /&gt;
&lt;br /&gt;
 git config user.email YOUR@EMAIL.ADDR&lt;br /&gt;
 git config user.name &amp;quot;Your Name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On Windows this done with the config menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:Config1.png]]&amp;amp;nbsp;[[Image:Config2.png]]&lt;br /&gt;
&lt;br /&gt;
To setup your Context Menu to make your options easier, select the Context Menu options as shown above and choose what you want to have displayed immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Config3.png]]&lt;br /&gt;
&lt;br /&gt;
= Git Repositories for OpenSim =&lt;br /&gt;
&lt;br /&gt;
The urls for the repositories are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Repository !! Developer URL !! Anon URL&lt;br /&gt;
|-&lt;br /&gt;
|| opensim (main repository) || ssh://opensimulator.org/var/git/opensim || git://opensimulator.org/git/opensim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cloning the Repositry (for Core Developers) ==&lt;br /&gt;
&lt;br /&gt;
If you are a core developer, use the developer url above.  If you aren't a core developer, use the anon url above.  The initial clone will take a few minutes, as it is pulling the entire change history.  Don't be concerned about space, all the change history stored in git takes up less space than a single checked out copy of opensim.  Welcome to the wonderful world of content addressable storage.&lt;br /&gt;
&lt;br /&gt;
Unlike with svn, you can define multiple sources to pull from.  So if you initially start with an anon tree (which is read only), you can still later define the core tree (or some other remote target on github) and push to that.&lt;br /&gt;
&lt;br /&gt;
=== Linux / Mac OS X ===&lt;br /&gt;
Run the following on the command line:&lt;br /&gt;
&lt;br /&gt;
 git clone ssh://opensimulator.org/var/git/opensim&lt;br /&gt;
&lt;br /&gt;
This will create an opensim-test directory locally&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
Right click on the Desktop (or wherever) and 'Git Clone...'&lt;br /&gt;
&lt;br /&gt;
When prompted for a url provide ssh://opensimulator.org/var/git/opensim.  You username and password will be the ones used for opensimulator.org.&lt;br /&gt;
&lt;br /&gt;
== Cloning the Repositry (for Non Core Developers) ==&lt;br /&gt;
&lt;br /&gt;
 git clone git://opensimulator.org/git/opensim&lt;br /&gt;
&lt;br /&gt;
This is the equivalent of anonymous svn access.&lt;br /&gt;
&lt;br /&gt;
== Resolving git hash &amp;amp; revision numbers ==&lt;br /&gt;
&lt;br /&gt;
[[Show_git_version_numbers_-_Windows|Windows batchfile]]&lt;br /&gt;
&lt;br /&gt;
[[Show_git_version_numbers_-_Linux|Linux bash script]]&lt;br /&gt;
&lt;br /&gt;
= Conceptual Changes from Subversion =&lt;br /&gt;
&lt;br /&gt;
Distributed source code control is a substantially different mental model than centralized source code control.  If it freaks you out a bit, don't worry, everyone has that same reaction initially.  This [http://betterexplained.com/articles/intro-to-distributed-version-control-illustrated/ blog post] is the best explanation that I've seen of the concepts involved.&lt;br /&gt;
&lt;br /&gt;
For heavy users of subversion you should read the [http://git.or.cz/course/svn.html git / svn cheat sheet].  This provides a very solid basis for making your changes.  That being said there are some conceptual changes to note.&lt;br /&gt;
&lt;br /&gt;
* Terminology&lt;br /&gt;
** master is the name of the primary upstream branch (in subversion terms, this is trunk)&lt;br /&gt;
** origin is the name and location of the tree you cloned from&lt;br /&gt;
* All repositories are full peers to all other repositories.  Your cloned git repo is all the history of the entire project, available locally.  It means you can sync between any 2 clones of the repository, not just between your clone and the master repo.  This lets people work together on changes not in&lt;br /&gt;
* Version numbers are SHA1 hashes, not sequential integers.  This means referring to specific revisions is a bit more interesting.  For most of the git commands, you only need to give it the first 6-8 digits of the hash for them to work.&lt;br /&gt;
* Committing&lt;br /&gt;
** commits are local.  This means they are fast (no network involved) and they are committed against the last state of the tree.  Any conflict resolution will be handled after commits, during your next pull.  This is slightly different than pull-resolve-then-commit model of subversion.&lt;br /&gt;
** by default only files you explicitly '''git add''' are put into the commit.  To get '''svn ci''' equivalency use '''git commit -a''' to commit all outstanding files (I think tortoise handles this for you)&lt;br /&gt;
** after making a commit you must then '''push''' it to a remote repository (probably origin).  By default you push only branches you have previously pushed, typically master.&lt;br /&gt;
&lt;br /&gt;
The biggest real change is the Subversion dictates a very specific workflow.  Git does not.  Git allows for many different workflows, and lets each developer use the one that is best suited to his/her self.&lt;br /&gt;
&lt;br /&gt;
= Using Git like Subversion/trunk development =&lt;br /&gt;
&lt;br /&gt;
This is a set of quick instructions to use git like we do subversion development today.  It is targetted for core developers (so assumes you are using the ssh access), though most of it will work for non developers by just changing a url.&lt;br /&gt;
&lt;br /&gt;
This is done by giving the unix commands.  These options should all be available in the context menu on tortoise git as well.&lt;br /&gt;
&lt;br /&gt;
== Getting the source code ==&lt;br /&gt;
&lt;br /&gt;
'''git clone ssh://opensimulator.org/git/opensim-test'''&lt;br /&gt;
&lt;br /&gt;
This is the equivalent of '''svn co'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' all other operations assume that you are in the git directory.&lt;br /&gt;
&lt;br /&gt;
== Updating your checkout ==&lt;br /&gt;
&lt;br /&gt;
'''git pull'''&lt;br /&gt;
&lt;br /&gt;
This is the equivalent of '''svn update'''&lt;br /&gt;
&lt;br /&gt;
== Inspecting what has changed in your working tree ==&lt;br /&gt;
&lt;br /&gt;
'''git status'''&lt;br /&gt;
&lt;br /&gt;
This is the equivalent of '''svn status'''&lt;br /&gt;
&lt;br /&gt;
== Committing a change ==&lt;br /&gt;
&lt;br /&gt;
either:&lt;br /&gt;
&lt;br /&gt;
'''git add file1 file2 ...'''&lt;br /&gt;
&lt;br /&gt;
'''git commit'''&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
'''git commit -a'''&lt;br /&gt;
&lt;br /&gt;
by default git does not add all files during a commit.&lt;br /&gt;
&lt;br /&gt;
== Pushing the committed change ==&lt;br /&gt;
&lt;br /&gt;
The first time you do this you'll need to specify which branch to push.&lt;br /&gt;
&lt;br /&gt;
'''git push origin master'''&lt;br /&gt;
&lt;br /&gt;
After the first time a simple '''git push''' will be enough, as it defaults to origin, and now git knows that master should by synced to origin.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' commits in git are local.  They are not included in the main tree '''until you push''' them.  This means you can create commits when you are not on the network and sync afterwards.&lt;br /&gt;
&lt;br /&gt;
== Setting the checkout dir to a specific revision ==&lt;br /&gt;
&lt;br /&gt;
'''git reset --hard #HASHVALUE'''&lt;br /&gt;
&lt;br /&gt;
This will effectively rewind the tree to the specific revision, and modify the checkout dir accordingly.  This is equiv to '''svn up -R#version'''.&lt;br /&gt;
&lt;br /&gt;
git reset can also be useful if you screwed up commits and want to get rid of them&lt;br /&gt;
&lt;br /&gt;
== Resetting the tree to master (i.e. trunk) ==&lt;br /&gt;
&lt;br /&gt;
'''git pull'''&lt;br /&gt;
&lt;br /&gt;
per previous&lt;br /&gt;
&lt;br /&gt;
== Creating a Patch ==&lt;br /&gt;
&lt;br /&gt;
'''git format-patch #HASHVALUE'''&lt;br /&gt;
&lt;br /&gt;
This will create a patch suitable for attaching or emailing from a single commit.  You can also specify a range of commits.&lt;br /&gt;
&lt;br /&gt;
This is closest to '''svn diff &amp;gt; patchfile.txt''' for uncommitted changes in subversion.&lt;br /&gt;
&lt;br /&gt;
== Applying a Git Patch ==&lt;br /&gt;
&lt;br /&gt;
If someone has formatted a git patch you can apply it directly (including all file adds, file mode changes, and their change log entry) with:&lt;br /&gt;
&lt;br /&gt;
'''git apply patchfile.patch'''&lt;br /&gt;
&lt;br /&gt;
== Reverting a Change ==&lt;br /&gt;
&lt;br /&gt;
'''git revert #HASHVALUE'''&lt;br /&gt;
&lt;br /&gt;
This directly reverts the change, with a commit message stating that fact.  There is no svn direct equiv, though this is often accomplished through: svn diff -R revisions &amp;gt; revert.patch &amp;amp;&amp;amp; patch -p0 &amp;lt; revert.patch &amp;amp;&amp;amp; svn ci -m &amp;quot;reverting revisions&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Resetting part of the tree to master ==&lt;br /&gt;
&lt;br /&gt;
'''git checkout -- file1 file2 ...'''&lt;br /&gt;
&lt;br /&gt;
Checkout is an operation that populates the working directory from the git repository.  Doing a git checkout (master is the implied branch) -- file1 file2 repulls those files from the git repo, clobbering them in your local directory.  This is like '''svn revert'''.&lt;br /&gt;
&lt;br /&gt;
== Diffing Changes ==&lt;br /&gt;
&lt;br /&gt;
Against your most recently committed changes&lt;br /&gt;
&lt;br /&gt;
'''git diff'''&lt;br /&gt;
&lt;br /&gt;
From your most recent changes to a past change&lt;br /&gt;
&lt;br /&gt;
'''git diff #HASHVALUE'''&lt;br /&gt;
&lt;br /&gt;
Between any 2 changes&lt;br /&gt;
&lt;br /&gt;
'''git diff #HASHVALUE1 #HASHVALUE1'''&lt;br /&gt;
&lt;br /&gt;
== Branches  ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a Branch  ===&lt;br /&gt;
&lt;br /&gt;
To create a new branch based on the current one, do:&lt;br /&gt;
&lt;br /&gt;
'''git branch &amp;amp;lt;branchname&amp;amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
=== Changing Branches  ===&lt;br /&gt;
&lt;br /&gt;
To change between branches do:&lt;br /&gt;
&lt;br /&gt;
'''git checkout &amp;amp;lt;branchname&amp;amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
=== Tracking a Branch  ===&lt;br /&gt;
&lt;br /&gt;
If you want to work on a specific branch, you can track it, by creating a local version of it on which you can pull and push. If you have already pulled (or fetched) from origin, you should have all remote branches names:&lt;br /&gt;
&lt;br /&gt;
'''git branch -a'''&lt;br /&gt;
&lt;br /&gt;
Will show all branches, local and remote. Choose a remote branch to track then do:&lt;br /&gt;
&lt;br /&gt;
'''git branch --track &amp;amp;lt;localbranchname&amp;amp;gt; origin/remote/&amp;amp;lt;remotebranchname&amp;amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
A new local branch will be created, which will push and pull to the specific remote branch.&lt;br /&gt;
&lt;br /&gt;
== Resources &amp;amp;amp; References  ==&lt;br /&gt;
&lt;br /&gt;
Git - SVN Crash Course at [http://git-scm.com/course/svn.html git-scm.com/course/svn.html]&lt;br /&gt;
&lt;br /&gt;
Git for the lazy tutorial at [http://www.spheredev.org/wiki/Git_for_the_lazy www.spheredev.org/wiki/Git_for_the_lazy]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/On_revisions,_tags_and_branches</id>
		<title>On revisions, tags and branches</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/On_revisions,_tags_and_branches"/>
				<updated>2009-10-11T04:33:32Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you're not acquainted with svn revision numbering schemes, here are a couple of good-to-know points about SVN versioning.&lt;br /&gt;
&lt;br /&gt;
In an SVN repository, the 'revision' is a discrete version of the software. But; the revision &amp;lt;em&amp;gt;number&amp;lt;/em&amp;gt; is &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;not&amp;lt;/span&amp;gt; an indication of sequential functional increment.&lt;br /&gt;
&lt;br /&gt;
Revisions are based on a revision before it, but that does not have to be the revision &amp;lt;em&amp;gt;immediately&amp;lt;/em&amp;gt; before it.&lt;br /&gt;
&lt;br /&gt;
The revision number counter is global to the svn repository, hence it is upped whenever somebody does something within the repo, regardless of what branch the thing happens to.&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;I commit something to &amp;lt;em&amp;gt;trunk&amp;lt;/em&amp;gt;, the rev number is upped to, say, &amp;lt;strong&amp;gt;1337&amp;lt;/strong&amp;gt;, and my new version is given that number.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;I now branch trunk into &amp;lt;em&amp;gt;/branches/mybranch&amp;lt;/em&amp;gt;. I do this by doing a remote copy of trunk. This copy of trunk, although identical to 1337, is a new version and is thus given the revision number &amp;lt;strong&amp;gt;1338&amp;lt;/strong&amp;gt;, the first revision on the new &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;branch&amp;lt;/span&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Now I commit a number of changes to trunk, spinning past &amp;lt;strong&amp;gt;1339&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;1340&amp;lt;/strong&amp;gt;, &amp;lt;strong&amp;gt;1341&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;1342&amp;lt;/strong&amp;gt; - each being separate &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;versions&amp;lt;/span&amp;gt; but on the &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;branch&amp;lt;/span&amp;gt; called &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; (think of it as paths)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Now, if I commit some minor change to &amp;lt;em&amp;gt;/branches/mybranch&amp;lt;/em&amp;gt;, what revision number will it get? You guessed it - &amp;lt;strong&amp;gt;1343&amp;lt;/strong&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If I now commit something to &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; again, it will get &amp;lt;strong&amp;gt;1344&amp;lt;/strong&amp;gt;. I then commit something to the really really old branch &amp;lt;em&amp;gt;/branches/reallyoldbranch&amp;lt;/em&amp;gt; that was based on, say, revision 666. It will now get &amp;lt;strong&amp;gt;1345&amp;lt;/strong&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
So, my point is: you should never talk about revision numbers when you're trying to convey an idea of some kind of sequential advancement of state.&lt;br /&gt;
&lt;br /&gt;
Ie, in my example, 1344 is probably the one reflecting the most development, 1343 is essentially based on 1337 and 1345, currently the highest rev number, could basically be six months old, with just a minor modification.&lt;br /&gt;
&lt;br /&gt;
Now on to tags:&lt;br /&gt;
&lt;br /&gt;
Trunk, branches and tags are really all one thing: paths. The only real difference is by convention: there is a certain path called &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; that serves a certain purpose, namely to be the focal point for developers. There is a certain name used for paths other than trunk, and that is &amp;quot;branches&amp;quot;. Some branches &amp;lt;em&amp;gt;by convention&amp;lt;/em&amp;gt; aren't meant to be modified, but serve as snapshots of a point in time - they are called &amp;quot;tags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But to the server, they are all revisions along different link paths. There is really nothing stopping you from committing to a tag - it's just the svn client will be reluctant to do so, as it's aware of the convention.&lt;br /&gt;
&lt;br /&gt;
Keep this in mind, when referring to a 'revision' - it might be on a totally different path, so be sure to mention what path you're really talking about. specifying &amp;quot;&amp;lt;em&amp;gt;trunk, between revision 1343 and 1780&amp;lt;/em&amp;gt;&amp;quot; or &amp;quot;&amp;lt;em&amp;gt;0.6.2 post-fixes, between revision 1764 and 2006&amp;lt;/em&amp;gt;&amp;quot; again lets you compare revision numbers to indicate advancement of state.&lt;br /&gt;
&lt;br /&gt;
Also, don't tell people to check a certain revision out, unless you mean &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;exactly&amp;lt;/span&amp;gt; that code snapshot. If you want them to check out a certain version, tell them the logical path (&amp;quot;/branches/0.6.5-post-fixes&amp;quot;) to it instead.&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Release_Cycle</id>
		<title>Release Cycle</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Release_Cycle"/>
				<updated>2009-10-11T04:32:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
This is the current proposed OpenSim lightweight Release Cycle recipe.&lt;br /&gt;
&lt;br /&gt;
The goal is to run a cycle that churns out recommended code snapshots with reasonably regular intervals, and with a minimum of work for any one human resource. It should be a community effort, and anyone should be able to move the cycle forward.&lt;br /&gt;
&lt;br /&gt;
If you're not acquainted with svn revision numbering schemes, see [[On revisions, tags and branches]] for additional info.&lt;br /&gt;
&lt;br /&gt;
The Cycle:&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Developers and Testers work on &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; (&amp;quot;testers&amp;quot; being defined as &amp;quot;users feeding off trunk&amp;quot;, also lovingly known as &amp;quot;trunkheads&amp;quot;)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;/trunk revisions will always have the [http://opensimulator.org/cgi-bin/viewvc.cgi/*checkout*/trunk/OpenSim/Framework/Servers/VersionInfo.cs Flavour] &amp;quot;Dev&amp;quot; reflected in the version info string.&lt;br /&gt;
	&amp;lt;li&amp;gt;Using the opensim-dev e-mailing list, developers and Testers identify identify and reach concensus on suitable release candidate revisions, from the repository history. (for example, people on [http://osgrid.org/ osgrid.org] discuss this on their weekly meet-ups)&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;This revision is branched off as a &amp;quot;release candidate&amp;quot; (to &amp;lt;em&amp;gt;/branches/0.6.5-rc1&amp;lt;/em&amp;gt; in this case), version number is upped, flavour is changed to &amp;quot;rc1&amp;quot;. Version number and flavour changes and committed &amp;lt;em&amp;gt;only to this branch&amp;lt;/em&amp;gt;. We don't want to up the version number in trunk until we know we have a release.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;A template e-mail is sent to the opensim-dev mailing list, stating that there is now an rc.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Testers now switch their focus to running the rc until they can give feedback on whether &amp;quot;rc &amp;lt;strong&amp;gt;sux&amp;lt;/strong&amp;gt;&amp;quot; or &amp;quot;rc &amp;lt;strong&amp;gt;rox&amp;lt;/strong&amp;gt;&amp;quot;.&lt;br /&gt;
Key issues:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Has all version numbers been updated?&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Does it play well with last version? Do we need to up the interface version as well?&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Does it feel better or worse than last version?&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Any critical errors that needs fixing first?&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If any &amp;lt;span style=&amp;quot;text-decoration: underline;&amp;quot;&amp;gt;critical but fixable&amp;lt;/span&amp;gt; errors are found, these are fixed in trunk and the fixing revision is merged into the release candidate branch. (or vice versa, if that works out better)&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If, even after this, testers agree that &amp;quot;rc sux&amp;quot; the project goes back to 1) to wait and look for the next rc (thusly named rc2)&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If testers agree that &amp;quot;rc rox&amp;quot; the flavour of the current rc branch Flavour is changed to &amp;quot;Release&amp;quot;, and this is tagged as &amp;quot;-release&amp;quot; (to &amp;lt;em&amp;gt;/tags/0.6.5-release&amp;lt;/em&amp;gt; in this case)&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;The flavour of the &amp;quot;-rc1&amp;quot; branch is then changed to &amp;quot;Post_Fixes&amp;quot; and after this renamed to &amp;quot;-post-fixes&amp;quot;  (to &amp;lt;em&amp;gt;/branches/0.6.5-post-fixes&amp;lt;/em&amp;gt; in this case) for continued service awaiting the next cycle. The svn rename lets us keep the revision history back thru the rc branch history.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;The version number (and optionally interface version) uppage is merged back into trunk. (this is a minor merge which will probably always succeed without conflict) - but the Flavour is kept at &amp;quot;Dev&amp;quot; in the trunk.&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;A template e-mail is sent out to the opensim-dev mailing list stating that there is now a new release.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;The project goes back to 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
The output of this would be named version flavours for each of these user categories:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Grid/Region owners running services in production&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feed off &amp;quot;-post-fixes&amp;quot; if they want stability first, or off &amp;quot;-release&amp;quot; if they want a known 'upgrade track'.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Developers&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feed off &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; (&amp;quot;Dev&amp;quot;), or off -rcX or -post-fixes if they want some stability while hunting bugs or doing protoyping.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Testers&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Testers are committed to helping the devs find bugs at the prize of instabilities, crashes and loss of data. They therefore feed off the &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; (&amp;quot;Dev&amp;quot;) development branch or -rcX depending on whether there is an RC pending release or not. (ie, is the latest version an RC, use that, if not, use &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt;)&lt;br /&gt;
Everyone feeding off &amp;lt;em&amp;gt;/trunk&amp;lt;/em&amp;gt; are collectively labeled 'testers', and any installation running on anything but a 'release' or 'post-fixes' revision is considered a 'test installation'.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:0.6_Release_Target_Discussion</id>
		<title>OpenSimulator:0.6 Release Target Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:0.6_Release_Target_Discussion"/>
				<updated>2009-07-10T07:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete}}&lt;br /&gt;
{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
Also see [[0.7_Release_Target_Discussion]]&lt;br /&gt;
&lt;br /&gt;
==Suggested Goals==&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
 &lt;br /&gt;
* Intra &amp;amp; inter region teleporting&lt;br /&gt;
* Complete avatar customization&lt;br /&gt;
* Complete connection of script editor to allow editing a prim directly. '''somewhat done, though peripheral things such as script reset and new script button don't work yet'''&lt;br /&gt;
&lt;br /&gt;
== Physics==&lt;br /&gt;
 &lt;br /&gt;
* New physics interface design (event driven)&lt;br /&gt;
&lt;br /&gt;
==New Backend Protocol (OGS 2)==&lt;br /&gt;
FIXME: What are the goals for this new protocol?&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Xml Serialization Protocol (xml3)==&lt;br /&gt;
* [[OpenSim: Xml Serialization|Serialization RFC]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Restructure and Normalize code==&lt;br /&gt;
* We should follow 'one dir, one assembly'&lt;br /&gt;
* We should follow 'dir == assembly == namespace'&lt;br /&gt;
* OpenSim.Framework should not be OpenSim/Framework/General - the whole namespace needs normalization.&lt;br /&gt;
* The OpenSimMain and RegionApplicationBase should be renamed (ConfigurableSimulator and SimulatorBase) and moved to a more suitable assembly.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== As part of the new protocol, overhaul the &amp;quot;commsmanager&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
*A lot of the functions currently in there, needs moving out. Like most of the Caps handling needs to be moved to the backend servers (possible with a dedicated Caps Manager server, like LL seem to have). &lt;br /&gt;
 &lt;br /&gt;
*Inventory handling should move to a module. As should Xfer uploads.&lt;br /&gt;
&lt;br /&gt;
== Rewrite Asset Cache/Server==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve the management of client updates==&lt;br /&gt;
&lt;br /&gt;
* Combine objects (parts) into single packets, rather than sending a separate packet for each prim as currently happens.&lt;br /&gt;
&lt;br /&gt;
== Finish implementing the ll functions for scripting. ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve UDP network code (ClientStack) ==&lt;br /&gt;
FIXME: how?&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clean up the IClientAPI interface ==&lt;br /&gt;
* sender/eventArgs model instead of signature overload&lt;br /&gt;
* normalization of function names&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
&lt;br /&gt;
* Add security sinks in the &amp;quot;region to region&amp;quot; .Net remoting process. &lt;br /&gt;
* Check for security holes in scripting engine.&lt;br /&gt;
&lt;br /&gt;
== Common Abstract Database Layer ==&lt;br /&gt;
* All database engines should share common metadata and production interfaces&lt;br /&gt;
* See TribalMedia.Framework.Data for one example&lt;br /&gt;
* Evaluate NHibernate or some other mapping technology&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Planet Mode ==&lt;br /&gt;
* Wrap grid into one continous simulation of a sphere.&lt;br /&gt;
&lt;br /&gt;
== Parcel Media Settings ==&lt;br /&gt;
* Persist media settings&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OpenSimulator:0.5_Release_Target_Discussion</id>
		<title>OpenSimulator:0.5 Release Target Discussion</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OpenSimulator:0.5_Release_Target_Discussion"/>
				<updated>2009-07-10T07:39:04Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete}}&lt;br /&gt;
{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
==Suggested Goals==&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
 &lt;br /&gt;
* Make prim unlinking work.  &amp;lt;b&amp;gt;Done&amp;lt;/b&amp;gt;&lt;br /&gt;
* Intra &amp;amp; inter region teleporting&lt;br /&gt;
* Complete avatar customization&lt;br /&gt;
* Complete connection of script editor to allow editing a prim directly&lt;br /&gt;
&lt;br /&gt;
== Physics==&lt;br /&gt;
 &lt;br /&gt;
* Support for at least one physics engine with basic collision detection '''Done'''&lt;br /&gt;
&lt;br /&gt;
* looks like hollow prims and some other simple shapes may be possible '''Done'''&lt;br /&gt;
&lt;br /&gt;
* ODE is furthest along at this point.  Issues include overall stability and lack of multithreading&lt;br /&gt;
&lt;br /&gt;
* BulletX is being worked on&lt;br /&gt;
&lt;br /&gt;
* New physics interface design? (event driven)&lt;br /&gt;
&lt;br /&gt;
==New Backend Protocol (OGS 2)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Restructure and Normalize code==&lt;br /&gt;
* We should follow 'one dir, one assembly'&lt;br /&gt;
* We should follow 'dir == assembly == namespace'&lt;br /&gt;
* OpenSim.Framework should not be OpenSim/Framework/General - the whole namespace needs normalization.&lt;br /&gt;
* The OpenSimMain and RegionApplicationBase should be renamed (ConfigurableSimulator and SimulatorBase) and moved to a more suitable assembly.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== As part of the new protocol, overhaul the &amp;quot;commsmanager&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
*A lot of the functions currently in there, needs moving out. Like most of the Caps handling needs to be moved to the backend servers (possible with a dedicated Caps Manager server, like LL seem to have). &lt;br /&gt;
 &lt;br /&gt;
*Inventory handling should move to a module. As should Xfer uploads.&lt;br /&gt;
&lt;br /&gt;
== Rewrite Asset Cache/Server==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve the management of client updates==&lt;br /&gt;
&lt;br /&gt;
* Use a &amp;quot;interest list&amp;quot; for each connected client, so they only get updated about prims/objects that are in range (or they need to know about). &lt;br /&gt;
&lt;br /&gt;
* Combine objects (parts) into single packets, rather than sending a separate packet for each prim as currently happens.&lt;br /&gt;
&lt;br /&gt;
== Finish implementing the ll functions for scripting. ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improve UDP network code (ClientStack) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clean up the IClientAPI interface ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Start to think more about security ? (most likely will not happen until a later version)==&lt;br /&gt;
&lt;br /&gt;
* Add security sinks in the &amp;quot;region to region&amp;quot; .Net remoting process. &lt;br /&gt;
&lt;br /&gt;
* Check for security holes in scripting engine.&lt;br /&gt;
&lt;br /&gt;
== Tighter integration of DataStore into the core ==&lt;br /&gt;
&lt;br /&gt;
'''Suggestion''' : Code persistence logic code duplication in current OpenSim.Framework.Data.* could be avoided using ADO.NET base classes (DbCommand, DbConnection, DbDataAdapter... see System.Data.Common) in a common core for all existing database engine. A tiny library that is specific to a database engine could create typed version of these objects (createConnection, createCommand, createDataAdapter...). Theses &amp;quot;tiny library&amp;quot; would use the same interface (ie: DBEngine) and would have the responsibility to handle tricks as SQL syntax differences as TOP vs LIMIT, SQL Parameters naming, SQL specific types...&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Planet Mode ==&lt;br /&gt;
One on the shortcomings of the grid model is that it is a &amp;quot;Flat Earth&amp;quot; approach. By doing little more modifying OpenSim to (optionally) connect the northern edge of the topmost region to the southern edge of the bottom region and a similar mod for the east and western edges and we have effectively brought together any group of contiguous regions within a grid and created a planet. If you keep walking/flying long enough you would eventually (or very quickly - the more sims the larger the planet) arrive back at your point of origin.&lt;br /&gt;
&lt;br /&gt;
Try this - take a map of your sim and apply it as a texture to a sphere - see what I mean?&lt;br /&gt;
&lt;br /&gt;
The analogy can also be extended further, a sandalone sim becomes a Planetary System Server, a grid server becomes Star System Server and a new level could be added to link Grids - The Galaxy Server but I am thinking the info DNS provides may already have that covered.  &lt;br /&gt;
&lt;br /&gt;
I now invite the community to debate the concept further - are we a &amp;quot;Flat Earth&amp;quot; or a &amp;quot;Planetary System&amp;quot; with galactic potential?&lt;br /&gt;
&lt;br /&gt;
Magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not to pick nits, but connecting N/S and E/W edges of a plane doesn't give you a sphere. It gives you a torus. The image we have here is a universe of doughnut shaped grids floating in space.... Mmmm donuts (it is still a pretty cool idea) &lt;br /&gt;
&lt;br /&gt;
Lamont&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think we need a section for suggestions to new features (Done, see [[Opensim: Future Release Discussion]]) and a section for what will be part of the next release.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Tleiades&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would like to see planet mode considered early in the project. This is essential for accurate representation of &amp;quot;real world&amp;quot; versus the &amp;quot;fantasy world&amp;quot; (but could also be used in fantasy world as well).  One of the team members did some work looking at the healpix project as a possible solution. http://healpix.jpl.nasa.gov/  &lt;br /&gt;
&lt;br /&gt;
Nink&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have always wanted to see a grid where you could have regions not only to the north, south, east west of a region but also above and below. This would enable space above for orbiting space stations and the like and depth below for underwater worlds and tunnels.&lt;br /&gt;
&lt;br /&gt;
Garth FairChang&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parcel Media Settings ==&lt;br /&gt;
The multimedia functions in OpenSim create an awesome environment for presenting an enormous range of material. Whilst the parcel media settings can be set they do not persist between sessions.&lt;br /&gt;
&lt;br /&gt;
Magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Template:Delete</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Template:Delete"/>
				<updated>2009-07-10T04:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--{{delete}} begin--&amp;gt;{{ambox&lt;br /&gt;
| type = delete&lt;br /&gt;
| text = '''This {{{1|article}}} or section is scheduled for deletion'''&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;The content in this page is no longer relevant and is scheduled for deletion{{#if:{{{date|}}}|''({{{date}}})''}}&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;{{#switch:{{NAMESPACE}}|{{ns:-0}}|Talk=[[Category:To Delete {{#if:{{{date|}}}|from {{{date}}}|}}]]{{#if:{{{date|}}}|{{#ifexist:Category:To Delete from {{{date}}}||[[Category:To Delete with invalid date parameter in template]]}}}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!--{{delete}} end--&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Main_Page"/>
				<updated>2009-07-10T04:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:MainPageQuicklinks}}&lt;br /&gt;
{{Layout_box2|1=&lt;br /&gt;
&amp;lt;center&amp;gt;'''Languages:'''[[OpenSimSpanish | Spanish]], [[OpenSimGerman |German]], [[fr |Francais]], [[OpenSimItalian | Italian]], [[PT| Português]], [[メインページ | Japanese]]&lt;br /&gt;
&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{Layout_box2|1=&lt;br /&gt;
&amp;lt;center&amp;gt;'''FYI:''' We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.&amp;lt;/center&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
=== What is OpenSimulator? ===&lt;br /&gt;
{{Template:FrontPageSidebar}}&lt;br /&gt;
&lt;br /&gt;
OpenSimulator is a 3D Application Server. It can be used to create a virtual environment (or world) which can be accessed through a variety of clients, on multiple protocols. OpenSimulator allows you to develop your environment using the technologies you feel work best - we've designed the software to be easily extendable through [[Getting Started with Region Modules|loadable modules]] to build completely custom configurations. OpenSimulator is released under a [[BSD License]], making it both open source, and commercially friendly to embed in products.&lt;br /&gt;
&lt;br /&gt;
Out of the box, OpenSimulator can be used to simulate a virtual environment similar to Second Life™ (including client compatibility).  Other environments, protocols and features are supported via add on modules.  For a list of available modules check out our [http://forge.opensimulator.org/gf/ forge site].&lt;br /&gt;
&lt;br /&gt;
Although OpenSimulator is still considered '''alpha software''', many people are [http://technorati.com/search/opensim?authority=a4&amp;amp;language=en doing exciting things with it].&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
Even though OpenSimulator is relatively young software it already has many useful features&lt;br /&gt;
* Supports creating multiple 'worlds' in a single application instance.&lt;br /&gt;
* Supports multiple clients and protocols - access the same world at the same time via multiple protocols.&lt;br /&gt;
* Extensive ability to customize your avatar, both with custom clothing, skins, and attached objects.&lt;br /&gt;
* Realtime Physics Simulation, with multiple engine options including ODE, PhysX, Bullet and more.&lt;br /&gt;
* The ability to create content real time in the environment using in world building tools. What you see is what you get.&lt;br /&gt;
* In world application development using a number of different languages, including LSL/OSSL, C#, JScript and VB.NET&lt;br /&gt;
&lt;br /&gt;
=== Using OpenSimulator ===&lt;br /&gt;
The fastest way to get started using OpenSimulator is to create an account on [http://osgrid.org OSGrid], then download the [http://opensim-viewer.sourceforge.net/ Hippo Viewer] or [http://secondlife.com/support/downloads.php Linden Lab's Second Life viewer] (amongst others) to connect to OSGrid.  This process should take no longer than 10 minutes, and will give you a flavor for what OpenSimulator is like.&lt;br /&gt;
&lt;br /&gt;
You can also easily connect to any one of the many [[Grid_List|public grids]] on the internet.&lt;br /&gt;
&lt;br /&gt;
Or you could run a simple standalone OpenSim on your Windows desktop to create and preview content. [http://www.youtube.com/watch?v=ZcR7Jcar_8k Here is a tutorial showing how to get opensimulator running in stand-alone mode.].&lt;br /&gt;
&lt;br /&gt;
=== Running your own OpenSimulator ===&lt;br /&gt;
If you are interested in running your own OpenSimulator server, to host your own 3D environments you'll want to check out the following links:&lt;br /&gt;
* [[Download|Getting OpenSimulator]]&lt;br /&gt;
* [[Build_Instructions|Building OpenSimulator]]&lt;br /&gt;
* [[Configuration|Configuring OpenSimulator]]&lt;br /&gt;
* [[Running|Running OpenSimulator]]&lt;br /&gt;
* [[FAQ|Frequently Asked Questions in Running OpenSimulator]]&lt;br /&gt;
* [[Technical Reference | Technical Reference Pages]]&lt;br /&gt;
&lt;br /&gt;
=== Participating in the OpenSimulator Community ===&lt;br /&gt;
OpenSimulator is an [http://en.wikipedia.org/wiki/Open_source open source] project, and is powered by the community members that devote time and energy to the effort.  There are many ways to participate and contribute to the community:&lt;br /&gt;
* Participate via [http://en.wikipedia.org/wiki/Internet_Relay_Chat IRC] - [irc://irc.freenode.net/opensim #opensim] (for users) and [irc://irc.freenode.net/opensim-dev #opensim-dev]&lt;br /&gt;
* Participate via the mailing lists - [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] (for users) and [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] (for developers).&lt;br /&gt;
* [[WikiStructure|Contribute to this wiki]], making the OpenSimulator documentation even better.&lt;br /&gt;
* Report [[bugs]], submit [[Submitting_code_to_OpenSim|patches]] or submit content contributions via our [http://opensimulator.org/mantis/ mantis bug tracker]&lt;br /&gt;
* Create an OpenSimulator related project hosted on the [http://forge.opensimulator.org Forge] or [http://opensimulator.org/wiki/Related_Software elsewhere] on the web.  In the forge there are over a dozen registered projects, and it's a great way to further extend the OpenSimulator community.&lt;br /&gt;
* Participate to open content creation for OpenSimulator. More details at [[Artist Home]].&lt;br /&gt;
* Blog about OpenSimulator, and let us know about that blog on [irc://irc.freenode.net/opensim #opensim] so it can be added to [http://planet.opensim.us Planet OpenSim]&lt;br /&gt;
* Participate in one of the weekly [[Office Hours]] for OpenSimulator.  We currently have weekly office hours for development, wiki work, and testing.&lt;br /&gt;
* Secure project infrastructure by [[Donations|donating]] to the [[Donations|OpenSim Project Infrastructure Fund]].&lt;br /&gt;
&lt;br /&gt;
{{Layout_box2|1=&lt;br /&gt;
===Pages by Category:===&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
[[:Category:Getting_Started | Getting Started]] , [[:Category:Support | Support]] , [[:Category:Tech Reference|Technical Reference Pages]] , [[:Category:Help|Help]] , [[:Category:Configuration|Configuration Pages]] , [[:Category:Users|User's Pages]] , [[:Category:Development | Development Pages]] , [[:Category:Scripts|Scripts]] , [[:Special:Recentchanges| Recent Wiki Changes]]&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Layout_box2|1=&lt;br /&gt;
===Wiki Translations:===&lt;br /&gt;
&amp;lt;b&amp;gt;Languages:&amp;lt;/b&amp;gt; [[OpenSimSpanish | Spanish]], [[OpenSimGerman |German]], [[fr |Francais]], [[OpenSimItalian | Italian]], [[PT| Português]], [[メインページ | Japanese]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Tech Reference]] &lt;br /&gt;
[[Category:Help]]&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Download</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Download"/>
				<updated>2009-07-09T06:17:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
=Source code=&lt;br /&gt;
Here are the current released versions of OpenSim.  &lt;br /&gt;
&lt;br /&gt;
Please see [[Branches]] for more information on the repository branches and what they are for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''Please note:'''&amp;lt;/font&amp;gt; As OpenSim is still at an alpha code maturity stage, there is absolutely no guarantee that functionality works or is stable, even in the numbered releases.  Certain features may not work either because the code is in rapid evolution, or because functionality expected by the Linden Labs Second Life viewer has simply not been implemented yet.  However, constructive feedback is still welcomed.&lt;br /&gt;
&lt;br /&gt;
Also, please be aware that OpenSim requires that you have a fair amount of technical knowledge in order to set it up.&lt;br /&gt;
&lt;br /&gt;
The latest source releases are always hosted at http://dist.opensimulator.org, the current latest releases is '''0.6.6''' and provided as:&lt;br /&gt;
* http://dist.opensimulator.org/opensim-0.6.6-release.tar.gz - best for Linux systems&lt;br /&gt;
* http://dist.opensimulator.org/opensim-0.6.6-release.zip - best for Windows systems&lt;br /&gt;
&lt;br /&gt;
The only difference between the two is the archive format, the source is exactly the same.&lt;br /&gt;
&lt;br /&gt;
== Release Code via Subversion ==&lt;br /&gt;
&lt;br /&gt;
Instead of using a source archive release, you can pull specific releases from our subversion.  For Windows you can install just [http://subversion.tigris.org/servlets/NewsItemView?newsItemID=1941 Subversion] or the often preferred [http://tortoisesvn.tigris.org Tortoise Subversion extension]. Mac OS X 10.5 and above have Subversion built but OS. X 10.4.x can still [http://homepage.mac.com/martinott/Subversion-1.4.4.pkg.zip download Subversion].  All Linux systems should have subversion installed, or available from their package repositories.&lt;br /&gt;
&lt;br /&gt;
* '''0.6.6 Alpha with post-release fixes''' (preferred)&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/branches/0.6.6-post-fixes opensim&lt;br /&gt;
&lt;br /&gt;
* '''0.6.6 Alpha release tag''' &lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.6.6-release opensim&lt;br /&gt;
&lt;br /&gt;
== Release notes ==&lt;br /&gt;
&lt;br /&gt;
These are extracted from the subversion history log and correlated with the tagged releases.  It should provide some idea of the changes between each tagged version.  How ever, since the tagged releases are moved out of the trunk, the versions aren't an exact correlation.  Please read and understand [[Release Cycle]] and [[On revisions, tags and branches]] before using this information.&lt;br /&gt;
* [[Recent]] (since last tagged version)&lt;br /&gt;
* [[0.6.6-release]] (SVN version 9961)&lt;br /&gt;
* [[0.6.5-release]] (SVN version 9667)&lt;br /&gt;
* [[0.6.4.1-release]] (SVN version 9009)&lt;br /&gt;
* [[0.6.4-release]] (SVN version 8960)&lt;br /&gt;
* [[0.6.3-release]] (SVN version 8506)&lt;br /&gt;
* [[0.6.2-release]] (SVN version 8068)&lt;br /&gt;
* [[0.6.1-release]] (SVN version 7880)&lt;br /&gt;
* [[0.6.0-release]] (SVN version 7176)&lt;br /&gt;
* [[0.5.11-release]] (SVN version 6676)&lt;br /&gt;
* [[0.5.10-release]] (SVN version 6422)&lt;br /&gt;
* [[0.5.9-release]] (SVN version 5970)&lt;br /&gt;
* [[0.5.8-release]] (SVN version 5111)&lt;br /&gt;
* [[0.5.7-release]] (SVN version 4818)&lt;br /&gt;
* [[0.5.6-release]] (SVN version 4488)&lt;br /&gt;
* [[0.5.5-release]] (SVN version 4239)&lt;br /&gt;
* [[0.5.4-release]] (SVN version 3879) (Not sure what happened to 0.5.3 &amp;amp; 0.5.2)&lt;br /&gt;
* [[0.5.1-release]] (SVN version 3724)&lt;br /&gt;
* [[0.5.0-release]] (SVN version 3184)&lt;br /&gt;
* [[0.4.5.3-stable]] (SVN version 2844)&lt;br /&gt;
* [[0.4.5.2-stable]] (SVN version 2772)&lt;br /&gt;
* [[0.4.5.1-stable]] (SVN version 2610)&lt;br /&gt;
* [[0.4.5-release]] (SVN version 2293)&lt;br /&gt;
* [[0.4.0-rc]] (SVN version 1953)&lt;br /&gt;
* [[0.3.2-release]] (SVN version 1385)&lt;br /&gt;
* [[0.3.1-devel]] (SVN version 1226) (Around here things start to get a bit confusing)&lt;br /&gt;
* [[0.2.1-release]] (SVN version 1224)&lt;br /&gt;
* [[0.3.0-devel]] (SVN version 1126)&lt;br /&gt;
* [[0.0.0-release]] (SVN version 1022)&lt;br /&gt;
* [[0.1.0-release]] (SVN version 1021)&lt;br /&gt;
* [[0.2.0-release]] (SVN version 1020)&lt;br /&gt;
&lt;br /&gt;
=Binaries=&lt;br /&gt;
The OpenSim project only does source based releases, which you must [[Build_Instructions|compile]] yourself.  Many members of our community provide binary installers that you can used based on those source releases.  Links below are provided for convenience.&lt;br /&gt;
&lt;br /&gt;
==Installers==&lt;br /&gt;
&lt;br /&gt;
* '''0.6.3 Windows Installer (Post-fixes version r8730)'''&lt;br /&gt;
 http://forge.opensimulator.org/gf/download/frsrelease/175/441/OpenSim0.6.3Setup.exe&lt;br /&gt;
&lt;br /&gt;
* '''0.6.2 Windows Installer'''&lt;br /&gt;
 http://forge.opensimulator.org/gf/download/frsrelease/157/359/OpenSimSetup0.6.2.exe&lt;br /&gt;
&lt;br /&gt;
* '''0.6.6 Mac OS X Installer (Post-fixes version r9993)'''&lt;br /&gt;
 http://forge.opensimulator.org/gf/download/frsrelease/198/587/OpenSimulator-0.6.6-post-fixes-r9993.dmg&lt;br /&gt;
&lt;br /&gt;
* '''[[UnofficialDebPackages|Unofficial .deb packages]]&lt;br /&gt;
&lt;br /&gt;
= Older Versions Archive =&lt;br /&gt;
&lt;br /&gt;
All older versions of OpenSim are available from the SVN repo. Please be aware that even if there is zero official support for the latest version, there's even less support for older ones. They are kept here for historical and technological reference only.&lt;br /&gt;
&lt;br /&gt;
The 'official' release tags are kept here:&lt;br /&gt;
 http://opensimulator.org/svn/opensim/tags/&lt;br /&gt;
&lt;br /&gt;
The post-fixes, as well as some experimental offshoots are kept here:&lt;br /&gt;
 http://opensimulator.org/svn/opensim/branches/&lt;br /&gt;
&lt;br /&gt;
= Experimental Upstream Code =&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: red; font-size: big&amp;quot;&amp;gt;'''There Be Dragons Beyond This Point'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are truly feeling dangerous, adventurous, or want to help us test the next version of OpenSim you are welcome to grab the latest unstable code out of our subversion trunk.  Any warnings previous expressed about the alpha nature of the code go double or triple if you are running directly off of trunk.  '''Never, ever, ever, never''' run this in production environments, it is not suitable for that unless you are very familiar with the source code, and can hot fix any piece of it (that probably means you are an OpenSim core member).  Feedback and testing on the unstable tree is appreciated, as that helps us make the next release better.  If this scares you from using trunk, that was intended.&lt;br /&gt;
&lt;br /&gt;
If it breaks, you get to keep both pieces.&lt;br /&gt;
&lt;br /&gt;
* '''Latest Subversion revision version (bleeding edge)'''&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
&lt;br /&gt;
* '''To checkout a specific revision'''&lt;br /&gt;
 svn co -r #### http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
where #### is the number of the desired revision.&lt;br /&gt;
&lt;br /&gt;
Another option for obtaining the code is via [http://git-scm.com/ git] from the [http://opensimulator.org/viewgit OpenSim Git Mirror].  The git mirror only contains trunk code (no branches or tags) and may be up to 1 hour behind the svn trunk.&lt;br /&gt;
&lt;br /&gt;
* '''Latest git revision version (bleeding edge)'''&lt;br /&gt;
 git clone http://opensimulator.org/git/opensim&lt;br /&gt;
&lt;br /&gt;
=Related Software=&lt;br /&gt;
[[Related_Software|Related Software Section - CLICK HERE]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Pages by Category:''[[:Category:Users| User-pages]],[[:Category:Development| Developer-pages]],[[:Category:Scripts| Scripts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Developers]]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/0.6.6-release</id>
		<title>0.6.6-release</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/0.6.6-release"/>
				<updated>2009-07-09T06:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: New page: __NOTOC__ {{Template:Quicklinks}} &amp;lt;br /&amp;gt;  ===Version 0.6.6-release is SVN r9962=== ------------------------------------------------------------------------ r9961 | sdague | 2009-06-30 22:5...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Quicklinks}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Version 0.6.6-release is SVN r9962===&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9961 | sdague | 2009-06-30 22:50:12 +0900 (Tue, 30 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;yeohc@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ooops, sorry there was a bug in the patch and causes an exception&lt;br /&gt;
on some system (I think it only happens on windows since it didn't&lt;br /&gt;
occur during my testin). I've attached a one liner which fixes the problem.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9960 | ckrinke | 2009-06-30 06:47:47 +0900 (Tue, 30 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, Snowdrop, for a patch that solves:&lt;br /&gt;
The current API for MRM is quite sparse, this patch &lt;br /&gt;
supplies basic support for accessing the task &lt;br /&gt;
inventory of object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9959 | arthursv | 2009-06-30 04:24:43 +0900 (Tue, 30 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Thanks StrawberryFride, for a patch that fixes MSSQL migration:&lt;br /&gt;
Minor tweak to a region migration SQL script for the OAR DateTime field - SQL Server syntax slightly different from MySQL (and there is no unsigned in MSSQL, sadly)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9958 | arthursv | 2009-06-30 04:24:30 +0900 (Tue, 30 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* C# compiler is not smart enough to understand ClientLoop is under very heavy usage and inline DebugPacket, so DebugPacket is run as a method, causing Packet&lt;br /&gt;
to be constantly pushed and popped uselessly, if you are not debugging packets. This showed some really big difference in a mock test, let's see how it behaves here.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9957 | ckrinke | 2009-06-30 03:07:30 +0900 (Tue, 30 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, Snowdrop/Snowcrash for a patch that:&lt;br /&gt;
This patch makes the worn attachments accessible to MRM scripting &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9956 | arthursv | 2009-06-30 01:55:00 +0900 (Tue, 30 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Changing List to Dictionary in PacketQueue.Dequeue for great justice (and performance)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9955 | chi11ken | 2009-06-30 00:40:00 +0900 (Tue, 30 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties, add copyright header, formatting cleanup.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9954 | sdague | 2009-06-30 00:05:12 +0900 (Tue, 30 Jun 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;yeohc@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attached is a patch that changes the oar file saving of creation date/time to an integer&lt;br /&gt;
instead of a string. I did this after justincc emailed me saying there is a problem&lt;br /&gt;
with internationalisation doing it the old way and I said I'd fix it. Its been&lt;br /&gt;
tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9953 | ckrinke | 2009-06-29 23:01:08 +0900 (Mon, 29 Jun 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, Godfrey, for a patch that:&lt;br /&gt;
The new IRCd module causes an error when multiple instances of OpenSim &lt;br /&gt;
are run on the same machine; since the port number (6666) is hardcoded,&lt;br /&gt;
the second and subsequent instances crash upon startup because the port &lt;br /&gt;
is already in use. Attached is a patch which adds a Port specifier to the &lt;br /&gt;
[IRCd] section of the config file, which defaults to 6666 if not present.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9952 | ckrinke | 2009-06-29 03:19:11 +0900 (Mon, 29 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, Grumly57 for a patch that solves:&lt;br /&gt;
When a sit position is modified by llSitTarget and the &lt;br /&gt;
sim is restarted, the object sit position is lost until &lt;br /&gt;
llSitTarget is applied again.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9951 | mw | 2009-06-28 20:07:26 +0900 (Sun, 28 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Removed the List&amp;lt;NewForce&amp;gt; m_forceList from ScenePresence, as there wasn't any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9950 | dahlia | 2009-06-27 16:49:10 +0900 (Sat, 27 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Make cleartext authentication case sensitive. Thanks jhurliman for spotting this.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9949 | chi11ken | 2009-06-27 13:31:49 +0900 (Sat, 27 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9948 | mw | 2009-06-26 21:30:54 +0900 (Fri, 26 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixed null bug, which was making unit tests fail&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9947 | mw | 2009-06-26 21:09:43 +0900 (Fri, 26 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Extracted the code that handles the sending of prim updates to the client, from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence &amp;quot;has&amp;quot; a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes.&lt;br /&gt;
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9946 | melanie | 2009-06-26 20:32:36 +0900 (Fri, 26 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Enable the RemoteAdmin module to save regions as ini files rather than XML&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9945 | melanie | 2009-06-26 09:00:20 +0900 (Fri, 26 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Make delete-region delete the section from an ini file. Will delete the whole&lt;br /&gt;
file if it has no sections left.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9944 | melanie | 2009-06-26 08:31:55 +0900 (Fri, 26 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Make create region save the new region to ini file format if the name&lt;br /&gt;
specifies an ini file.&lt;br /&gt;
If the ini file exists, the region will be added.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9943 | melanie | 2009-06-26 02:53:03 +0900 (Fri, 26 Jun 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
From this version onwards, all new region files created automatically will&lt;br /&gt;
be created as new style INI files.&lt;br /&gt;
This doesn't yet affect create region, but it does affect first starts of&lt;br /&gt;
OpenSim.exe&lt;br /&gt;
Because master avatars are slated to be replaced by estate owners, this now&lt;br /&gt;
allows regions to be created without any master avatar data.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9942 | melanie | 2009-06-26 01:05:59 +0900 (Fri, 26 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Add a comment and an example region config file&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9941 | melanie | 2009-06-26 00:48:54 +0900 (Fri, 26 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Allow the reading of ini files instead of xml files when reading region&lt;br /&gt;
definitions from the file system&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9940 | mw | 2009-06-25 22:12:48 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Added a note to the ScenePresence.UpdateMovement() method, to remind everyone that the so called &amp;quot;forces&amp;quot; are actually velocities. &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9939 | mw | 2009-06-25 21:26:23 +0900 (Thu, 25 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Applied patch from mantis #3820 which changed the clearing of the ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake.&lt;br /&gt;
I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9938 | drscofield | 2009-06-25 20:30:31 +0900 (Thu, 25 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
moving the m_PendingAcksMap.Remove() out of the foreach and clearing&lt;br /&gt;
it instead after the foreach as we are going through the whole&lt;br /&gt;
m_PendingAcks list anyhow&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9937 | drscofield | 2009-06-25 20:30:16 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
have to clear m_PendingAcks not m_PendingAcksMap&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9936 | drscofield | 2009-06-25 19:26:10 +0900 (Thu, 25 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
hmph: missing '{'/'}', thx to nebadon for reporting it and rob smart&lt;br /&gt;
for spotting it!&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9935 | drscofield | 2009-06-25 17:28:59 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
fixing windows specific compile error.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9934 | drscofield | 2009-06-25 17:17:37 +0900 (Thu, 25 Jun 2009) | 13 lines&lt;br /&gt;
&lt;br /&gt;
From: Alan Webb &amp;lt;alan_webb@us.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After noticing on several occasions that the thread counts&lt;br /&gt;
we see when running OpenSIm were bordering on the astronomical&lt;br /&gt;
I decided to seriously investigate.&lt;br /&gt;
&lt;br /&gt;
After much poking I discovered that the problem is actually very&lt;br /&gt;
simple. The XEngine secition of the example ini says that the&lt;br /&gt;
timeout for an iden thread is in seconds, and an example value&lt;br /&gt;
of 60 is specified. In fact, this is actually resulting in a 60mS&lt;br /&gt;
idle timeout, which is not normally enough for a smart thread&lt;br /&gt;
to survive. I have added a multiplier to the XEngine constructor&lt;br /&gt;
so that the number now matches the published behavior.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9933 | drscofield | 2009-06-25 17:01:02 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
cosmetic change&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9932 | drscofield | 2009-06-25 17:00:43 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
streamlining m_NeedAck logic&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9931 | drscofield | 2009-06-25 17:00:18 +0900 (Thu, 25 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
streamling m_PendingAcks logic to get rid of gratuitous List&amp;lt;...&amp;gt;&lt;br /&gt;
instantiations and object copies.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9930 | drscofield | 2009-06-25 16:59:58 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
commenting out expensive bits (who in the world even uses SetClientInfo()?)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9929 | drscofield | 2009-06-25 16:59:47 +0900 (Thu, 25 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
changing DropSend()'s foreach loop so that it does not copy the&lt;br /&gt;
LLQueItem m_NeedAck queue each time.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9928 | drscofield | 2009-06-25 16:59:38 +0900 (Thu, 25 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
commenting out rather expensive bits of GetClientInfo() --- the only&lt;br /&gt;
bit of GetClientInfo that is actually used seems to be userEP as part of the&lt;br /&gt;
OSSL osGetAgentIP() script function. Now commented are the parts where&lt;br /&gt;
we serialize and copy out the *entire* packet queue of the client&lt;br /&gt;
(locking the packet handler in the process).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9927 | drscofield | 2009-06-25 16:59:25 +0900 (Thu, 25 Jun 2009) | 8 lines&lt;br /&gt;
&lt;br /&gt;
more efficient way of checking for already seen packets:&lt;br /&gt;
- uses Environment.TickCount for all timestamps (instead of more&lt;br /&gt;
  costly Util.UnixTimeSinceEpoch()&lt;br /&gt;
- takes care of Environment.TickCount overflow (which will happens&lt;br /&gt;
  after 24.8 days of system uptime)&lt;br /&gt;
- avoids instantiating List copies for each check&lt;br /&gt;
- gets rid of one lock() invocation&lt;br /&gt;
- moves calculation of loop invariant variable out of the loop itself&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9926 | drscofield | 2009-06-25 16:50:19 +0900 (Thu, 25 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
adding logging statement for receive buffer size&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9925 | drscofield | 2009-06-25 16:50:02 +0900 (Thu, 25 Jun 2009) | 9 lines&lt;br /&gt;
&lt;br /&gt;
- adds the possibility of setting the socket receive buffer size&lt;br /&gt;
  option for LLUDPServer. On windows .NET the default socket receive&lt;br /&gt;
  buffer size is 8192 bytes, on recent linux systems it's about&lt;br /&gt;
  111K. both value can be a bit small for an OpenSim instance serving&lt;br /&gt;
  many clients. The socket receive buffer size can be configured via&lt;br /&gt;
  an OpenSim.ini config option&lt;br /&gt;
&lt;br /&gt;
- adds a general catch clause to LLUDPServer.OnReceivedData() to&lt;br /&gt;
  prevent it submerging when an unexpected Exception occurs.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9924 | drscofield | 2009-06-25 16:42:06 +0900 (Thu, 25 Jun 2009) | 37 lines&lt;br /&gt;
&lt;br /&gt;
From: Alan Webb &amp;lt;alan_webb@us.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  This change moves texture send processing out of the main&lt;br /&gt;
  packet processing loop and moves it to a timer based&lt;br /&gt;
  processing cycle.&lt;br /&gt;
&lt;br /&gt;
  Texture packets are sent to the client consistently over&lt;br /&gt;
  time. The timer is discontinued whenever there are no&lt;br /&gt;
  textures to transmit.&lt;br /&gt;
&lt;br /&gt;
  The behavior of the texture sending mechanism is controlled&lt;br /&gt;
  by three variables in the LLCLient section of the config&lt;br /&gt;
  file:&lt;br /&gt;
&lt;br /&gt;
   [1] TextureRequestRate (mS) determines how many times per second&lt;br /&gt;
       texture send processing will occur. The default is 100mS.&lt;br /&gt;
   [2] TextureSendLimit determines how many different textures&lt;br /&gt;
       will be considered on each cycle. Textures are selected&lt;br /&gt;
       by priority. The old mechanism specified a value of 10 for&lt;br /&gt;
       this parameter and this is the default&lt;br /&gt;
   [3] TextureDataLimit determines how many packets will be sent for&lt;br /&gt;
       each of the selected textures. The old mechanism specified a&lt;br /&gt;
       value of 5, so this is the default.&lt;br /&gt;
&lt;br /&gt;
  So the net effect is that TextureSendLimit*TextureDataLimit&lt;br /&gt;
  packets will be sent every TextureRequestRate mS.&lt;br /&gt;
&lt;br /&gt;
  Once we have gotten a reasonable feeling for how these parameters&lt;br /&gt;
  affect overall processing, it would be nice to autonmically manage&lt;br /&gt;
  these values using information about the current status of the&lt;br /&gt;
  region and network.&lt;br /&gt;
&lt;br /&gt;
  Note that this also resolves the pathologcal problem that&lt;br /&gt;
  previously existed which was that a seated avatar generated very&lt;br /&gt;
  few in-bound packets (theoretically) and would therefore be the&lt;br /&gt;
  least able to retrieve the images being displayed by a&lt;br /&gt;
  projector script.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9923 | drscofield | 2009-06-25 16:39:48 +0900 (Thu, 25 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
- fixes a &amp;quot;collection out of sync&amp;quot; exception in the ODE physics&lt;br /&gt;
  engine, caused by an &amp;quot;avatar infinite position&amp;quot; occurring under&lt;br /&gt;
  heavy load.&lt;br /&gt;
- fixes &amp;quot;value too small&amp;quot; exception in ChatModule&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9921 | melanie | 2009-06-25 08:45:21 +0900 (Thu, 25 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Allow &amp;quot;Take Copy&amp;quot; with copy only permissions if you own the object. Trans&lt;br /&gt;
is only required when taing an object you don't own, now.&lt;br /&gt;
Fixes Mantis #3838&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9920 | melanie | 2009-06-24 18:49:49 +0900 (Wed, 24 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Reading GroupPosition, but setting OffsetPosition in undo doesnt' seem right.&lt;br /&gt;
This may fix the Mantii where individual prims ctrl-z to nirvana, but&lt;br /&gt;
it's not tested.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9919 | chi11ken | 2009-06-24 13:51:15 +0900 (Wed, 24 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9917 | melanie | 2009-06-24 07:11:34 +0900 (Wed, 24 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Also fix group role membership packet sizes to stay safely below MTU&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9915 | melanie | 2009-06-24 06:17:20 +0900 (Wed, 24 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Can I be this dumb?&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9913 | melanie | 2009-06-24 05:27:35 +0900 (Wed, 24 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Fix an error in group membership sending when the memebr count exceeds 60&lt;br /&gt;
Also reduce limit to 40 to allow for last logon dates and titles&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9911 | melanie | 2009-06-23 23:37:51 +0900 (Tue, 23 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Allow the member list of groups with more than 70 members to be viewed&lt;br /&gt;
without crashing&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9910 | melanie | 2009-06-23 18:04:30 +0900 (Tue, 23 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Add RegionSecret to user data structure to provide data update security&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9909 | melanie | 2009-06-23 17:56:45 +0900 (Tue, 23 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Commenting out the jhurliman fix, since our libOMV doesnt' have those fields&lt;br /&gt;
yet.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9908 | melanie | 2009-06-23 17:51:35 +0900 (Tue, 23 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Correct an uninitialized field in a packet. Thanks, jhurliman.&lt;br /&gt;
Fixes Mantis #3831&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9907 | melanie | 2009-06-23 17:37:12 +0900 (Tue, 23 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Fix the AssetServiceBase bug I introduced by reordering configuration load&lt;br /&gt;
order. Thanks, Grumly57, for pointing it out.&lt;br /&gt;
The point of the original change was to let the more specific setting override&lt;br /&gt;
the less specific one, actually, I disabled the use of the less specific one.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9906 | sdague | 2009-06-23 04:27:38 +0900 (Tue, 23 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
update README to specify the correct mono revisions&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9905 | melanie | 2009-06-22 22:25:47 +0900 (Mon, 22 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Forgot a file&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9904 | melanie | 2009-06-22 22:14:48 +0900 (Mon, 22 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Committing RemoteUserServiceConnector out connector, local user service&lt;br /&gt;
connector and the glue code.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9903 | melanie | 2009-06-22 21:18:04 +0900 (Mon, 22 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Committing the meat of the user server interface and the bones of the service implementation&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9902 | chi11ken | 2009-06-22 20:04:09 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Formatting cleanup, ignore some generated files.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9901 | chi11ken | 2009-06-22 19:07:27 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9900 | lbsa71 | 2009-06-22 17:34:50 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Panda no like LongRunningAttribute, no? Me now reverting minuscule fix, yes? Panda happy, eh?&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9899 | lbsa71 | 2009-06-22 16:40:31 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Minuscule CC fix&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9898 | lbsa71 | 2009-06-22 16:40:00 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Ignored some gens&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9897 | lbsa71 | 2009-06-22 16:39:36 +0900 (Mon, 22 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Fixed some prebuild ref issues&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9896 | lbsa71 | 2009-06-22 16:39:04 +0900 (Mon, 22 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* Added SceneTests and SceneBaseTests&lt;br /&gt;
* Changed some fields to protectesd to enable faking&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9895 | melanie | 2009-06-22 07:40:21 +0900 (Mon, 22 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Suppress exception dump when informing friends in another region about login&lt;br /&gt;
or logoff. Regions come and go and we can't throw just because someone&lt;br /&gt;
took their region off the grid, or crashed.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9893 | melanie | 2009-06-22 04:49:11 +0900 (Mon, 22 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Correct the behaviro of group deeding and llGetOwner() within deeded objects&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9892 | homerh | 2009-06-22 04:06:19 +0900 (Mon, 22 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Do llEscapeURL with Uri.EscapeDataString instead of Uri.EscapeUriString.&lt;br /&gt;
Not exactly right, according to the LSL docs, but similar enough, I hope.&lt;br /&gt;
Fixes Mantis #3825.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9891 | melanie | 2009-06-22 03:38:12 +0900 (Mon, 22 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Publish a method on ICompiler to generate the CIL assembly path&lt;br /&gt;
Cause group deeding to apply next owner perms&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9888 | melanie | 2009-06-20 07:32:02 +0900 (Sat, 20 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requested&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9886 | melanie | 2009-06-20 05:46:17 +0900 (Sat, 20 Jun 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
When a shared module hooks OnClientClosed, it has no way of finding&lt;br /&gt;
out which client connection has closed. So, in multi-region sims, things&lt;br /&gt;
can get messy fast.&lt;br /&gt;
This introduces a second parameters, which is a Scene object ref. Minor&lt;br /&gt;
adjustments to custom modules may be required due to this change.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9885 | dahlia | 2009-06-20 02:08:23 +0900 (Sat, 20 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Thanks cmickeyb for a patch that checks for null assets in Cenome asset cache - Mantis #3819&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9884 | sdague | 2009-06-19 21:21:33 +0900 (Fri, 19 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
From: Rob Smart &amp;lt;SMARTROB@uk.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Makes an avatars personal voice indicator work with Freeswitch (though not other avatars indicators)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9883 | sdague | 2009-06-19 21:21:20 +0900 (Fri, 19 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;yeohc@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This patch ensures that the touch positions are set during touch_end&lt;br /&gt;
events (currently only working for touch_start and touch events).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9882 | sdague | 2009-06-19 09:01:50 +0900 (Fri, 19 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
more type clean fixes for mono 2.4.2&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9881 | sdague | 2009-06-19 08:59:21 +0900 (Fri, 19 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
mono 2.4.2 seems a little more type strict, fix some sqlite tests to pass&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9880 | dahlia | 2009-06-19 08:02:12 +0900 (Fri, 19 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Thanks Michelle Argus for Mantis #0003742: Terrain editor - Flatten tool lowers Land&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9879 | mw | 2009-06-19 05:18:47 +0900 (Fri, 19 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Applied patch from Mantis #3817, which fixes a error when using MSSQL. I don't use MSSQL so couldn't test this myself. But there was certainly duplicated instructions in these files...which this patch fixes. Thanks Grumly57&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9878 | mw | 2009-06-19 05:01:37 +0900 (Fri, 19 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Applied patch from Mantis #3736 , which should stop the userserver crashing when a SL viewer version 1.23 logs in. Thanks StrawberryFride&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9877 | arthursv | 2009-06-18 23:33:35 +0900 (Thu, 18 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Corrected CAPS namespaces&lt;br /&gt;
* &amp;quot;luke, use the sed&amp;quot;&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9876 | diva | 2009-06-18 09:48:39 +0900 (Thu, 18 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Moved OpenSim/Framework/Communications/Capabilities up to OpenSim/Framework/Capabilities. Didn't change the namespace because VC# is not helping, and this would imply manually changing more than 50 files. So the namespace is still OpenSim.Framework.Communications.Capabilities, to be cleaned up later by someone with more energy.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9875 | melanie | 2009-06-18 08:46:13 +0900 (Thu, 18 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Fix an uninitialized data block. Thanks, jhurliman&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9874 | melanie | 2009-06-17 23:54:25 +0900 (Wed, 17 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Add the missing resource files for MSSQL&lt;br /&gt;
Mantis #3800&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9873 | diva | 2009-06-17 12:52:39 +0900 (Wed, 17 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Implementation of a simple authentication service + in connector in route to making HGInventory (client access) work in standalone again. This is the refactoring of what was/is there, but done in the new model. Not complete yet, but key authentication works. It should be enough to make HGInventory work again soon.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9872 | diva | 2009-06-16 08:29:00 +0900 (Tue, 16 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Moving these nice HG connectors to their homes.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9871 | diva | 2009-06-15 09:29:37 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Renamed two of the in connector modules, to make things consistent.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9870 | diva | 2009-06-15 09:17:17 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Removing the OpenSim.SimulatorServices project. All of those region modules are now in CoreModules/ServiceConnectorsIn, where they belong.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9869 | diva | 2009-06-15 08:00:23 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Factoring out &amp;quot;land_data&amp;quot; / RequestLandData that was hanging off of IGridServices, erroneously. Not sure when this is used, but now it is implemented in the new model of service connectors. Hopefully it works.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9868 | chi11ken | 2009-06-15 07:00:08 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Formatting cleanup.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9867 | melanie | 2009-06-15 06:44:34 +0900 (Mon, 15 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Fixes Mantis #3793 . Committing thomax/Snoopy's patch to allow deeding of objects, with changes:&lt;br /&gt;
- Set OwnerID = GroupID for deeded objects.&lt;br /&gt;
- Close a security loophole that would have allowed a user with deed rights in a group to deed ANY object to that group, even if it's not owned by them and/or not set to that group&lt;br /&gt;
- Set LastOwnerID correctly. Handle objects vs. prims correctly.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9866 | chi11ken | 2009-06-15 06:37:50 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9865 | diva | 2009-06-15 04:44:56 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Renamed Region/CoreModules/ServiceConnectors to Region/CoreModules/ServiceConnectorsOut. No functional changes.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9864 | ckrinke | 2009-06-15 01:32:50 +0900 (Mon, 15 Jun 2009) | 8 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, M1sha, for a patch that improves the treePopulator module:&lt;br /&gt;
(a) Implements the ICommandableModule interface to clean up the user interface&lt;br /&gt;
(b) Uses a specification for a 'copse' (collected group of trees) which permits via an xml file: Tree type; Tree Line (high and low), Seed point; Radius of Copse; Number of required trees; Initial size of seeded tree; maximum size of seeded tree; growth rate; freeze growth state&lt;br /&gt;
(c) Multiple Copse may be defined for a region&lt;br /&gt;
(d) Growth on individual copse may be frozen or restarted, or all growth disabled/enabled&lt;br /&gt;
(e) Copse definitions are persistant, they are reloaded from the trees present on a region restart&lt;br /&gt;
(f) All trees in a copse may be removed and the copse definition deleted in one command&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9863 | diva | 2009-06-15 01:26:14 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Bug fix in remote neighbour connector.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9862 | diva | 2009-06-15 00:45:28 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
And this one too...&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9861 | diva | 2009-06-15 00:37:50 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Oops. Forgot to add this file.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9860 | diva | 2009-06-15 00:35:09 +0900 (Mon, 15 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Pulled out HelloNeighbour into its own service, INeighbourService, which may get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9859 | justincc | 2009-06-13 05:00:26 +0900 (Sat, 13 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Temporarily resolve another problem in http://opensimulator.org/mantis/view.php?id=3741 by disabling the loading of OAR creation information&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9858 | justincc | 2009-06-13 00:45:38 +0900 (Sat, 13 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: removing some logging stuff accidentally left in on the last commit&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9857 | justincc | 2009-06-13 00:41:53 +0900 (Sat, 13 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
* Move standalone login setup in LLStandaloneLoginmodule to RegionLoaded() from AddRegion()&lt;br /&gt;
* This is necessary to avoid a dependency problem where LLStandaloneLoginModule references IInventoryService before the LocalInventoryServiceConnector is registered&lt;br /&gt;
* Correct some copypasta log messages in LocalInventoryServiceConnector&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9856 | mikem | 2009-06-13 00:00:08 +0900 (Sat, 13 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Give m_test* methods more reasonable names&lt;br /&gt;
&lt;br /&gt;
Changing the names of these methods because they were being picked up by&lt;br /&gt;
nunit as tests even though they were marked private. Naming them Check*&lt;br /&gt;
after the original Test*.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9855 | justincc | 2009-06-12 23:37:56 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* remove long unused interregion optional module code&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9854 | justincc | 2009-06-12 23:29:42 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: remove one mono warning&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9853 | justincc | 2009-06-12 23:23:31 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* fix build break: sigh, must remember to build before committing&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9852 | justincc | 2009-06-12 23:18:01 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: make control file loading code consistent&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9851 | justincc | 2009-06-12 23:00:50 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: if OAR saving receives assets after timeout, just print warning, don't accidentally go on to process them&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9850 | justincc | 2009-06-12 22:37:08 +0900 (Fri, 12 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: remove warning from unused field&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9849 | arthursv | 2009-06-12 05:50:23 +0900 (Fri, 12 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Fixed a few more async calls. Still not uncommented, some asserts still failing&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9848 | diva | 2009-06-12 05:27:13 +0900 (Fri, 12 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixes mantis #3803. Thanks jhurliman.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9847 | diva | 2009-06-12 04:12:20 +0900 (Fri, 12 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Small improvement in the IAR tests, but these tests are still showing random behavior, so they are still commented out.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9846 | arthursv | 2009-06-12 03:27:12 +0900 (Fri, 12 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Reinstating UserProfileCacheServiceTests. One test still fails (TestUpdateFolder)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9845 | diva | 2009-06-11 22:46:44 +0900 (Thu, 11 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Changed the inventory service so that is uses exactly one DB plugin, not many. The composition of plugins can be done at the service and connector levels.&lt;br /&gt;
This fixes the unit tests that were failing yesterday, but I'm not committing those yet, because I'm seeing 2 of those tests having pass and fail outcomes randomly which suggests that the tests are buggy.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9843 | diva | 2009-06-11 12:00:25 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
InterServiceInventoryService references *almost* completely removed from the simulator. Only a couple left, not important. Also updated the login tests -- Justin, this time I was able to fix this by myself :)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9842 | diva | 2009-06-11 10:50:52 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Removed a change in StandaloneHypergrid.ini introduced in r9838, which was incorrect.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9841 | diva | 2009-06-11 05:31:02 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Bug fix for creating users in standalone: the newly-created root folder was not being set in the cached profile. I suspect this bug has been around for a while.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9840 | diva | 2009-06-11 03:43:03 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixed problem in configuration for GridHypergrid.ini.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9839 | diva | 2009-06-11 03:02:49 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Small bug fix in HG.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9838 | ckrinke | 2009-06-11 02:53:06 +0900 (Thu, 11 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, BlueWall, for a patch that solves:&lt;br /&gt;
SQLite error on creating user.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9837 | diva | 2009-06-11 01:48:26 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Removing the default reading of AssetCaching on all cache modules.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9836 | diva | 2009-06-11 01:31:22 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Added some defaults to OpenSim.ini.example so that it works out of the box again with zero configuration.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9835 | melanie | 2009-06-11 00:36:44 +0900 (Thu, 11 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Reverse the default setting in Flotsam Asset Cache. Nothing should be the default&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9834 | diva | 2009-06-11 00:25:52 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Flipping memory cache to false (default) in Flotsam cache, because of a bug in libomv.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9833 | diva | 2009-06-11 00:18:07 +0900 (Thu, 11 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Commenting the IAR tests for now until we understand how to set up things in this new inventory model.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9832 | diva | 2009-06-10 23:15:50 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
duh. wrong variable name in SceneSetup.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9831 | diva | 2009-06-10 22:49:13 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
The previous commit was still wrong.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9830 | diva | 2009-06-10 22:46:38 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Attempt at fixing the inventory archiver tests.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9829 | diva | 2009-06-10 22:33:26 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Attempt at disabling the inventory unit tests, so I can figure out how to fix them. The test setup is broken.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9828 | diva | 2009-06-10 22:18:32 +0900 (Wed, 10 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Heart surgery no.2: the inventory service hooks. &lt;br /&gt;
Several improvements in the connectors themselves.&lt;br /&gt;
Several improvements in configurations.&lt;br /&gt;
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9827 | drscofield | 2009-06-10 20:48:13 +0900 (Wed, 10 Jun 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
From: Alan Webb &amp;lt;alan_webb@us.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Eat collision errors --- NOTE: this fix might be naive, it seems to&lt;br /&gt;
  have helped us getting to 81 avatars (whereas we'd crash with 20&lt;br /&gt;
  before), but it sure would benefit from some check-over by a person&lt;br /&gt;
  skilled in the art of ODE physics.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9826 | drscofield | 2009-06-10 20:29:09 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
persists Estate.PublicAccess settings across reboots [re #552]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9825 | drscofield | 2009-06-10 20:05:44 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
makes voice setting persistent [re #552]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9824 | drscofield | 2009-06-10 19:59:56 +0900 (Wed, 10 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
adding lastlogin information to admin_exists_user: will be 0 if the&lt;br /&gt;
user does not exist or hasn't logged in yet.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9823 | chi11ken | 2009-06-10 13:28:56 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Formatting cleanup.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9822 | diva | 2009-06-10 05:20:30 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Letting the Flotsam cache be enabled even when [AssetCache] section is missing. Thank you mcortez!&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9821 | chi11ken | 2009-06-10 03:07:35 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Formatting cleanup. Ignore some generated files.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9820 | chi11ken | 2009-06-10 02:48:22 +0900 (Wed, 10 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9819 | drscofield | 2009-06-09 21:11:22 +0900 (Tue, 09 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
ARGH!!!! note to self: ALWAYS use String.IsNullOrEmpty(...)!&lt;br /&gt;
&lt;br /&gt;
this patch fixes RemoteAdminPlugin gratuitously updating the user&lt;br /&gt;
password even if no update was intended.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9818 | melanie | 2009-06-09 17:17:06 +0900 (Tue, 09 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Added Snoopy to CONTRIBUTIRS.txt&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9817 | melanie | 2009-06-09 17:15:34 +0900 (Tue, 09 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Thank you Snoopy, for a patch that implements group permissions.&lt;br /&gt;
Applied with changes:&lt;br /&gt;
- removed spammy debug message&lt;br /&gt;
- corrected tab formatting&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9816 | drscofield | 2009-06-09 15:39:27 +0900 (Tue, 09 Jun 2009) | 32 lines&lt;br /&gt;
&lt;br /&gt;
From: Alan Webb &amp;lt;alan_webb@us.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  This change addresses two issues:&lt;br /&gt;
&lt;br /&gt;
  [1] It adds a flag field to the blendface call which allows the&lt;br /&gt;
      caller to indicate whether or not the generated asset is&lt;br /&gt;
      temporary, and whether or not the asset being replaced should&lt;br /&gt;
      be explicitly retired fromt the memory cache. The decimal&lt;br /&gt;
      values correspond to:&lt;br /&gt;
      0 - Permanent asset, do not expire old asset&lt;br /&gt;
      1 - Permanent asset, expire old asset&lt;br /&gt;
      2 - Temporary asset, do not expire old asset&lt;br /&gt;
      3 - Temporary asset, expire old asset&lt;br /&gt;
      '3' corresponds to the default behavior seen today, and is&lt;br /&gt;
          the continued behavior of the non-blendface calls.&lt;br /&gt;
  [2] The dynamic texture routines are highly-asynchronous and can&lt;br /&gt;
      be scheduled simultaneously on a multi-core machine. The nature&lt;br /&gt;
      of the texture management interfaece is such that updates may&lt;br /&gt;
      be lost, and the nature of asynchornous operation means that&lt;br /&gt;
      they may be processed out of order. A lock has been added to&lt;br /&gt;
      ensure that updates are at least atomic. No attempt has been&lt;br /&gt;
      made to enforce ordering. The lock applies to the SceneObjectPart&lt;br /&gt;
      being updated and is held for the lifetime of the TextureEntry&lt;br /&gt;
      used to carry texture updates (the one instance carries all&lt;br /&gt;
      faces supported by the prim).&lt;br /&gt;
&lt;br /&gt;
   Users of these services should remember that the dynamic texture&lt;br /&gt;
   call is asynchronous and control will be returned *before* the&lt;br /&gt;
   texture update has actually occurred. As a result, a isubsequent&lt;br /&gt;
   GetTexture call may not return the expected asset id. A script&lt;br /&gt;
   must wait for the corresponding TEXTURE_CHANGED event before&lt;br /&gt;
   retrieving any texture information.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9815 | melanie | 2009-06-09 05:09:49 +0900 (Tue, 09 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Updating the flotsam asset cache. Thank you, mcortez!&lt;br /&gt;
Fixes Mantis #3784&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9814 | diva | 2009-06-09 04:35:36 +0900 (Tue, 09 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Bug fix. Adding the asset to the cache after a DB get.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9813 | diva | 2009-06-09 02:50:17 +0900 (Tue, 09 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
That didn't quite work. Trying this instead -- prompt given in the cmd line.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9812 | diva | 2009-06-09 02:34:42 +0900 (Tue, 09 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Making the prompt configurable in the server shell. Default is &amp;quot;Server&amp;quot;.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9811 | diva | 2009-06-09 02:22:23 +0900 (Tue, 09 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
IInentoryDataPlugins were missing.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9810 | diva | 2009-06-08 12:16:55 +0900 (Mon, 08 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
First draft of the inventory service IN connector. Probably won't work yet. But everything of inventory service is now checked in, first draft.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9809 | diva | 2009-06-08 12:09:24 +0900 (Mon, 08 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Added more functions to IInventoryService. Unsure about whether all of these are really necessary.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9808 | diva | 2009-06-08 04:00:55 +0900 (Mon, 08 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
First draft of inventory service connectors, and service implementation. No handlers yet, this is just the OUT part for now. It's not active and nothing in the simulator uses this yet. Just checking it in to start sharing with others. There are a couple of interesting software design points that could use other devs opinions.&lt;br /&gt;
Hopefully I added all needed files. &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9807 | mikem | 2009-06-07 19:22:55 +0900 (Sun, 07 Jun 2009) | 15 lines&lt;br /&gt;
&lt;br /&gt;
Skip lone ident statments or for-loop assignments&lt;br /&gt;
&lt;br /&gt;
SL's LSL supports lone idents:&lt;br /&gt;
&lt;br /&gt;
    integer x;&lt;br /&gt;
    x;&lt;br /&gt;
&lt;br /&gt;
as well as lone idents in for-loop assignments:&lt;br /&gt;
&lt;br /&gt;
    for (x; x &amp;lt; 10; x++) { ... }&lt;br /&gt;
&lt;br /&gt;
while those are errors in C# (MONO at least). This patch skips lone&lt;br /&gt;
idents in such places.&lt;br /&gt;
&lt;br /&gt;
Fixes Mantis #3042.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9806 | mikem | 2009-06-07 19:22:41 +0900 (Sun, 07 Jun 2009) | 10 lines&lt;br /&gt;
&lt;br /&gt;
Allow empty assignment in for-loop&lt;br /&gt;
&lt;br /&gt;
For loops with no assignment are no longer syntax errors. For example,&lt;br /&gt;
this is now valid:&lt;br /&gt;
&lt;br /&gt;
    for ( ; i &amp;lt; 10; i++) { ... }&lt;br /&gt;
&lt;br /&gt;
Corresponding changes to lsl.{lexer,parser} in r99 in opensim-libs.&lt;br /&gt;
&lt;br /&gt;
Fixes Mantis #2501. Fixes Mantis #2884.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9805 | lbsa71 | 2009-06-07 17:51:10 +0900 (Sun, 07 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Reverting the test restructuring as, on second thought, this is not at all how the tests are structured.&lt;br /&gt;
(pt2)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9804 | lbsa71 | 2009-06-07 17:50:43 +0900 (Sun, 07 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Reverting the test restructuring as, on second thought, this is not at all how the tests are structured.&lt;br /&gt;
(pt1)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9803 | mikem | 2009-06-07 17:32:07 +0900 (Sun, 07 Jun 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
Rename private TestllAngleBetween method&lt;br /&gt;
&lt;br /&gt;
It seems overloading the method TestllAngleBetween confused nunit a bit&lt;br /&gt;
and caused it to try running the private TestllAngleBetween method. The&lt;br /&gt;
method's access modified prevented that from happening, and nunit&lt;br /&gt;
complained.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9801 | diva | 2009-06-07 02:06:47 +0900 (Sun, 07 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Added Flotsam's cache config vars to configuration. Made it the default in grided sims. Made Cenome cache the default in standalone sims. More splitting in ini files, invisible to the user.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9799 | melanie | 2009-06-07 01:39:28 +0900 (Sun, 07 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Correct an error where the config file name was always considered to be a&lt;br /&gt;
local file. This caused llHttpRequest and llSetInventoryPermsMask to fail&lt;br /&gt;
on regions that load their config from a web server&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9798 | dahlia | 2009-06-06 17:41:27 +0900 (Sat, 06 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
some code cleanup&lt;br /&gt;
test commit with cygwin svn&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9797 | justincc | 2009-06-06 04:53:24 +0900 (Sat, 06 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: tiny tweak just to trigger another panda build&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9796 | justincc | 2009-06-06 04:34:35 +0900 (Sat, 06 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* A bug fix for the last mantis 3741 bugfix&lt;br /&gt;
* Hopefully now, the nre should not occur and the lock should be correctly unlocked during the initial save oar process&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9795 | justincc | 2009-06-06 04:20:31 +0900 (Sat, 06 Jun 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
* A further fix for mantis 3641 (oar saves do not complete)&lt;br /&gt;
&lt;br /&gt;
* For some reason, if a null was recieved (indicating a missing asset), the code had stopped passing that on to the waiting lock, resulting in a perpetual freeze&lt;br /&gt;
* This change passes the null on correctly&lt;br /&gt;
* Many thanks to thomax for being insistent in presenting his analysis of the problem :)&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9794 | justincc | 2009-06-06 03:44:44 +0900 (Sat, 06 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* refactor: split out part xml writing in SceneObjectSerializer&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9793 | justincc | 2009-06-06 02:03:44 +0900 (Sat, 06 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
* Fix unit tests so that they correctly handle 404 missing asset response&lt;br /&gt;
&lt;br /&gt;
* I didn't think there were tests in this area - my bad&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9792 | justincc | 2009-06-06 01:14:22 +0900 (Sat, 06 Jun 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
* Fix problem where known missing assets would stop save oar ever completing&lt;br /&gt;
&lt;br /&gt;
* Issue was that region server was silently dropping an XmlException caused by trying to deserialize the blank asset service response&lt;br /&gt;
* So make asset service return http status NOT FOUND rather than OK in accordance with REST&lt;br /&gt;
* and interpret this correctly in the async response so that a null object is sent back&lt;br /&gt;
* This means that this fix won't be active until both region simulator and server reach this revision&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9791 | justincc | 2009-06-05 22:48:43 +0900 (Fri, 05 Jun 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
* Add oar saving timeout&lt;br /&gt;
&lt;br /&gt;
* If an oar save fails to get responses to all asset requests to the asset service then timeout after 60 seconds&lt;br /&gt;
* Timeout executes abort, since missing assets in an OAR seems bad&lt;br /&gt;
* This means that oar saves won't permanently hang and instead can be retried if something goes wrong with the asset service&lt;br /&gt;
* This is not a solution to mantis 3714.  Hopefully a fix will be along shortly since I can now consistently reproduce that problem&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9790 | melanie | 2009-06-05 18:47:42 +0900 (Fri, 05 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Thank you, thomax, for a patch to provide finer-grained access control to&lt;br /&gt;
scripting.&lt;br /&gt;
Fixes Mantis #2862&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9789 | lbsa71 | 2009-06-05 15:23:09 +0900 (Fri, 05 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* convenience ignores&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9788 | lbsa71 | 2009-06-05 15:22:42 +0900 (Fri, 05 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Restructured Scenes Tests to follow (what I conceive of as being) current directory standards. (pt 2 - thank you, svn. not.)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9787 | lbsa71 | 2009-06-05 15:22:08 +0900 (Fri, 05 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Restructured Scenes Tests to follow (what I conceive of as being) current directory standards. (pt 1 - thank you, svn. not.)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9786 | melanie | 2009-06-05 13:58:55 +0900 (Fri, 05 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Committing mcortez's FlotsamAssetCache after several positive reviews.&lt;br /&gt;
Thank you, mcortez!&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9785 | diva | 2009-06-05 03:41:19 +0900 (Fri, 05 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Changed a comment to reflect changes in config.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9784 | diva | 2009-06-05 03:36:02 +0900 (Fri, 05 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixed placement of optional configs for CenomeAssetCache. Thank you ImazeR.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9783 | chi11ken | 2009-06-04 12:58:04 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Comment out unused variables / private fields to avoid compiler warnings.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9782 | chi11ken | 2009-06-04 10:37:31 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Comment out unused private functions to avoid compiler warnings.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9781 | chi11ken | 2009-06-04 10:26:31 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fix comparison of UUID with null.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9780 | chi11ken | 2009-06-04 10:10:49 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Ignore some generated files.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9779 | chi11ken | 2009-06-04 10:09:18 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Add copyright headers.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9778 | chi11ken | 2009-06-04 09:51:02 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9777 | melanie | 2009-06-04 05:14:41 +0900 (Thu, 04 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Committing the skeleton of the authentication service&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9776 | melanie | 2009-06-04 04:54:19 +0900 (Thu, 04 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Make AssetMetadata [Serializable] to help in binary caching&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9775 | melanie | 2009-06-04 04:49:26 +0900 (Thu, 04 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Committing the partial refactor of authentication services. No user functionlity&lt;br /&gt;
will eat your babies, etc&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9774 | lbsa71 | 2009-06-04 02:29:21 +0900 (Thu, 04 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Making sure we fail a bit earlier if we have no AssetService&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9773 | drscofield | 2009-06-03 21:48:04 +0900 (Wed, 03 Jun 2009) | 29 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;yeohc@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This patch adds oar file date and time (UTC) meta data to an oar file&lt;br /&gt;
when it is created.  It also adds a unique ID, though this id does not&lt;br /&gt;
in anyway identify the machine that the oar file was created on.&lt;br /&gt;
&lt;br /&gt;
When an oar file with this meta data is loaded this extra information&lt;br /&gt;
is saved with the region settings and available via LSL through:&lt;br /&gt;
&lt;br /&gt;
- osLoadedCreationDate()&lt;br /&gt;
- osLoadedCreationTime()&lt;br /&gt;
- osLoadedCreationID()&lt;br /&gt;
&lt;br /&gt;
If there is no meta data these fields will be blank. Subsequent oar&lt;br /&gt;
file loads will erase the information for the previous oar file&lt;br /&gt;
load. Persistence has only been implemented for MySQL, the other&lt;br /&gt;
backends need updating.&lt;br /&gt;
&lt;br /&gt;
Overall this allows us to much more easily identify the specific version of&lt;br /&gt;
software that clients are using. Its very straightforward to edit the oar file&lt;br /&gt;
to change the ID string to be something more human friendly.&lt;br /&gt;
&lt;br /&gt;
Included in the patch is a new file OpenSim/Data/MySQL/Resources/030_RegionStore.sql&lt;br /&gt;
required for the MySQL DB migration.&lt;br /&gt;
&lt;br /&gt;
btw I had a chat with justincc about this a few weeks ago since he&lt;br /&gt;
wrote the oar file import/export and he sounded happy to accept&lt;br /&gt;
something that included date/time information but didn't want anything&lt;br /&gt;
that would silently leak private information like machine names.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9772 | drscofield | 2009-06-03 21:39:44 +0900 (Wed, 03 Jun 2009) | 34 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;yeohc@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- fixes wild swings in memory usage related to usage of GetDrawStringSize()&lt;br /&gt;
&lt;br /&gt;
  We've been seeing wild swings in memory usage and a large chunk of&lt;br /&gt;
  memory leak. From analysing this it's pretty clear that the mono&lt;br /&gt;
  garbage collector is rather buggy! When exercised heavily it looks&lt;br /&gt;
  like it frees more than its meant to resulting in crashes.&lt;br /&gt;
&lt;br /&gt;
  GetDrawStringSize() measures the size in pixels of text. To do this&lt;br /&gt;
  memory for an image is allocated and used to call the GDI text&lt;br /&gt;
  measure functions.  Although no reference to the temporary memory&lt;br /&gt;
  for the measuring is kept, it takes quite a while for the mono&lt;br /&gt;
  garbage collector to clean up - so if lots calls to&lt;br /&gt;
  GetDrawStringSize() are made at once there can be a spike in memory&lt;br /&gt;
  usage. If the garbage collector is not fast enough then the GDI&lt;br /&gt;
  layer runs out of memory. It also looks like the garbage collector&lt;br /&gt;
  is not always reclaiming all of the memory.&lt;br /&gt;
&lt;br /&gt;
  I've attached an OpenSim patch which works around the garbage collector&lt;br /&gt;
  issues. Instead of dynamically allocating memory for measuring&lt;br /&gt;
  text sizes, it serialises (on a per region basis) access to a single&lt;br /&gt;
  block of memory. The effect of this is to be nicer to the garbage&lt;br /&gt;
  collector as it has a lot less work to do, at the cost of some&lt;br /&gt;
  theoretical loss in performance (nothing noticeable with our tests&lt;br /&gt;
  which hit it pretty hard).&lt;br /&gt;
&lt;br /&gt;
  OpenSim still does leak memory slowly, but it is a lot more stable&lt;br /&gt;
  with this patch. I suspect that either the garbage collector misses&lt;br /&gt;
  bits of freed memory or the GDI/cairo layer leaks a bit each time a&lt;br /&gt;
  texture is created. Thats going to be a lot harder to hunt down, but&lt;br /&gt;
  for reference if someone has OpenSim running on Windows it would be&lt;br /&gt;
  interesting to see if it has the same problem as it would tell us if&lt;br /&gt;
  its a mono/GDI problem or an OpenSim problem.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9771 | drscofield | 2009-06-03 21:21:14 +0900 (Wed, 03 Jun 2009) | 9 lines&lt;br /&gt;
&lt;br /&gt;
From: Alan Webb &amp;lt;alan_webb@us.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Modify dynamic texture handling so that an explicitly targetted&lt;br /&gt;
  face is not scheduled for immediate expiration. The requirement&lt;br /&gt;
  for precaching explicitly requires these assets to persist. They&lt;br /&gt;
  do however remain temporary.&lt;br /&gt;
&lt;br /&gt;
  This approach leaves the legacy mode of operation (ALL_SIDES)&lt;br /&gt;
  unchanged in this respect.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9770 | dahlia | 2009-06-03 17:41:08 +0900 (Wed, 03 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Thank you Imaze Rhiano for a patch that implements Cenome Memory Asset Cache (Mantis #3759)&lt;br /&gt;
See the files: bin/config-include/GridCommon.ini.example and bin/config-include/StandaloneCommon.ini.example to configure and enable this caching method.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9769 | dahlia | 2009-06-03 14:31:53 +0900 (Wed, 03 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Thanks aduffy70 for Mantis #3762: A patch to fix llGround, llGroundNormal, and llGroundSlope&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9768 | dahlia | 2009-06-03 11:03:11 +0900 (Wed, 03 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
revert r9765 due to too many errors on some compilers. Affects Mantis #3759&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9767 | dahlia | 2009-06-03 10:27:07 +0900 (Wed, 03 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
add body to an empty getter/setter&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9766 | dahlia | 2009-06-03 10:06:00 +0900 (Wed, 03 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
fix a int[] declaration&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9765 | dahlia | 2009-06-03 07:42:47 +0900 (Wed, 03 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Thank you Imaze Rhiano for a patch that implements Cenome Memory Asset Cache (Mantis #3759)&lt;br /&gt;
See the files: bin/config-include/GridCommon.ini.example and bin/config-include/StandaloneCommon.ini.example to configure and enable this caching method.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9764 | ckrinke | 2009-06-03 06:13:29 +0900 (Wed, 03 Jun 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, MattSetzer, for a patch that solves a Mantis:&lt;br /&gt;
This appears to be due to the fact that no asset cache has been &lt;br /&gt;
configured, possibly as a result of the configuration changes that &lt;br /&gt;
have been made recently. I've attached a patch to display a message &lt;br /&gt;
to that effect rather than throwing an error.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9763 | ckrinke | 2009-06-03 05:56:27 +0900 (Wed, 03 Jun 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, jonc, for a patch that:&lt;br /&gt;
Grid mode only. Serialization and deserialization of &lt;br /&gt;
byte representing Access Level is failing unless byte &lt;br /&gt;
is ToString'd first on Grid Server.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9762 | lbsa71 | 2009-06-03 03:12:34 +0900 (Wed, 03 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Pried apart the ODE tests. This fixes mantis #3212&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9761 | justincc | 2009-06-03 00:24:29 +0900 (Wed, 03 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Add simple original xml serialization test&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9760 | melanie | 2009-06-02 17:19:32 +0900 (Tue, 02 Jun 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Explicitly set the changed status of the prim groups affected in a delink&lt;br /&gt;
Mantis #2484&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9759 | arthursv | 2009-06-02 05:51:40 +0900 (Tue, 02 Jun 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
* Allow for lowercase searching in standalone mode, when case sensitive&lt;br /&gt;
search fails. This allows compability to libOMV bots, that always lowercase&lt;br /&gt;
region names.&lt;br /&gt;
* Uncertain if this should/could propagate to grids&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9758 | lbsa71 | 2009-06-02 05:17:10 +0900 (Tue, 02 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Removed some commented-out code&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9757 | chi11ken | 2009-06-02 03:45:36 +0900 (Tue, 02 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Only save crashes to disk if save_crashes in OpenSim.ini is true (false by default).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9756 | arthursv | 2009-06-02 03:34:40 +0900 (Tue, 02 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Making silent logoff of old hung sessions for new connections default for&lt;br /&gt;
StandAlone users. Not touching grid.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9755 | justincc | 2009-06-02 03:03:51 +0900 (Tue, 02 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Add simple original sog xml serialization test&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9754 | justincc | 2009-06-02 02:38:11 +0900 (Tue, 02 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: change the name of one serialization method to match its counterpart&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9753 | justincc | 2009-06-02 01:00:46 +0900 (Tue, 02 Jun 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Fix race condition in save oar&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9752 | mw | 2009-06-01 20:41:03 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixed AvatarCreationModule (I think)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9751 | mw | 2009-06-01 20:36:58 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
trying to get panda to be able to read the AvatarCreationModule &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9750 | mw | 2009-06-01 20:34:10 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
part 1 of trying to get panda to be able to read the AvatarCreationModule &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9749 | mw | 2009-06-01 20:16:07 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Some changes to the AvatarCreationModule to reduce the number of database reads/writes. Still requires more work in this area.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9748 | chi11ken | 2009-06-01 15:37:14 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9747 | joha1 | 2009-06-01 10:24:18 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Added cscope tag support in Makefile&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9746 | dahlia | 2009-06-01 08:57:52 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
reduce verbosity of sculpt map cache messages to reporting cache failures only&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9745 | ckrinke | 2009-06-01 05:53:59 +0900 (Mon, 01 Jun 2009) | 9 lines&lt;br /&gt;
&lt;br /&gt;
Thank you kindly, StrawberryFride for a patch that:&lt;br /&gt;
Added in some key code to read properties from MSSQL for user profiles &lt;br /&gt;
which fixes issues of users having trouble editing estate settings on a &lt;br /&gt;
grid where estate managers are not god, and fixes the option of enabling &lt;br /&gt;
grid god functionality on MSSQL grids.&lt;br /&gt;
&lt;br /&gt;
I have applied this to trunk only. I need someone else to examine and apply&lt;br /&gt;
to 0.6.5-Post-Fixes, or give me some direction, please.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9744 | chi11ken | 2009-06-01 03:35:00 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Add copyright headers, formatting cleanup, ignore some generated files.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9743 | chi11ken | 2009-06-01 01:26:18 +0900 (Mon, 01 Jun 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9742 | afrisby | 2009-05-31 21:53:05 +0900 (Sun, 31 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Adds MRM scripting commands, World.Objects.Create(Vector3 position) and World.Objects.Create(Vector3 position, Quaternion rotation). These rez a 'default box' object at the specified coordinates, and return the associated IObject.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9741 | mikem | 2009-05-31 20:50:42 +0900 (Sun, 31 May 2009) | 7 lines&lt;br /&gt;
&lt;br /&gt;
Fix IRCd init check for config section&lt;br /&gt;
&lt;br /&gt;
The IRCStackModule used Nini.Config.ConfigCollection.Contains() to&lt;br /&gt;
determine whether the &amp;quot;IRCd&amp;quot; section was present in the config. This&lt;br /&gt;
ConfigCollection, however, stores an ArrayList of IConfig objects, not&lt;br /&gt;
strings, so calling Contains(&amp;quot;IRCd&amp;quot;) always returns false since &amp;quot;IRCd&amp;quot;&lt;br /&gt;
is a string, not an IConfig object.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9740 | diva | 2009-05-31 01:30:53 +0900 (Sun, 31 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Slashing trailing slashes.&lt;br /&gt;
https://lists.berlios.de/pipermail/opensim-dev/2009-May/006673.html&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9739 | diva | 2009-05-31 01:22:15 +0900 (Sun, 31 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Forgot to add this to my last commit 2 days ago. Async in the HGBroker too.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9738 | mw | 2009-05-31 01:13:40 +0900 (Sun, 31 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Added option (on my default) to the clone avatar function so that the clothes and attachments that the target avatar is wearing, to begin with, are removed. So the end result isn't a merger of those clothes/attachments and the ones the template avatar is wearing.&lt;br /&gt;
Added IPAddress ListenIPAddress property to BaseHttpServer so that the listening/binding IP can be set.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9737 | mw | 2009-05-31 00:20:39 +0900 (Sun, 31 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Made it so ( by default) the Clone avatar function, propagates the permissions on the cloned items. This needs further testing to make sure all permissions are set correctly.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9736 | mw | 2009-05-30 22:39:07 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
a few small changes to AvatarCreationModule&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9735 | mw | 2009-05-30 21:51:28 +0900 (Sat, 30 May 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
Added a AvatarCreationModule to the user server. This handles the &amp;quot;cloning&amp;quot; of a existing avatar's inventory to another avatar's inventory (the base method will also create the inventory for a new avatar if the avatar doesn't alreayd have any inventory).&lt;br /&gt;
The code also sets the target avatar as wearing whatever the template avatar was wearing (including attachments). The idea is to allow the use of this to give new avatars a more interesting avatar (and inventory set) than the current default. &lt;br /&gt;
I have include a console command that will clone the inventory from one existing user (template avatar) to another existing avatar (target avatar).  The format of the command is : &amp;quot;clone avatar &amp;lt;templateAvatarFirstName&amp;gt; &amp;lt;templateAvatarLastName&amp;gt; &amp;lt;targetAvatarFirstName&amp;gt; &amp;lt;targetAvatarLastName&amp;gt;&amp;quot; (to use this console command on new accounts, the &amp;quot;create user&amp;quot; command will need to be used first)&lt;br /&gt;
While the code was designed for hooking up to a remote call from a web interface, I have left the hookup code out of this commit, as I believe most use cases will want to handle it differently.&lt;br /&gt;
Also added a &amp;quot;trusted handler&amp;quot; to the inventory server to allow the user server to create new folders in a user's inventory. &lt;br /&gt;
All this is in the old UGAIM servers so will need porting to the new servers. &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9734 | afrisby | 2009-05-30 18:37:11 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Tweaks to /WHO listings.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9733 | afrisby | 2009-05-30 16:02:38 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* You are likely to be eaten by a grue.&lt;br /&gt;
* Enable with [IRCd] Enabled=true (will listen on port 6666).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9732 | afrisby | 2009-05-30 13:07:58 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* More Tweaks&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9731 | afrisby | 2009-05-30 12:53:04 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* More IRCClientView fiddling. Now implements IClientAPI &amp;amp; IClientCore.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9730 | afrisby | 2009-05-30 12:18:09 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* May partially implement a C# IRCd &amp;amp; IRCClientStack.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9729 | afrisby | 2009-05-30 08:49:48 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Adds World.Audio.* to MRM&lt;br /&gt;
* This includes methods such as PlaySound which take a Position as an argument, allowing you to trigger sounds arbitrarily across the scene without needing a parent object in the position.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9728 | afrisby | 2009-05-30 07:48:34 +0900 (Sat, 30 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Protip: When you click 'make public' in resharper, note to save before committing.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9727 | afrisby | 2009-05-30 07:44:49 +0900 (Sat, 30 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* Implements Sound on Objects for IObject in MRM&lt;br /&gt;
* Method: IObject.Sound.Play(UUID sound, double volume)&lt;br /&gt;
* More feature-packed API to come soon. (I want a World.Sound with arbitrary positioning)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9726 | arthursv | 2009-05-30 07:38:18 +0900 (Sat, 30 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* Allows standalone region users to skip the &amp;quot;You must wait 5 minutes to log again&amp;quot; message and&lt;br /&gt;
allow the region to kick the old user and log the new one without reporting any failure.&lt;br /&gt;
Default is still to show message and fail login&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9725 | arthursv | 2009-05-30 06:12:55 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Bug fix: Fixes an exception when Scene.RemoveClient is called to remove on a&lt;br /&gt;
non-existing ScenePresence avatar. Also removed trailing white spaces.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9724 | justincc | 2009-05-30 06:10:17 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* refactor: little tweaks to trigger another build&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9723 | justincc | 2009-05-30 06:01:18 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* refactor: Remove redundent prim id attribute on Scene.AddSceneObject()&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9722 | justincc | 2009-05-30 05:20:47 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Add save xml2 serialization test&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9721 | justincc | 2009-05-30 01:27:43 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* minor: move common serialization test code into fixture setup&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9720 | justincc | 2009-05-30 01:11:33 +0900 (Sat, 30 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Add xml2 load test&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9719 | dahlia | 2009-05-29 17:57:10 +0900 (Fri, 29 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
some clean up of sculpt map caching code&lt;br /&gt;
remove a redundant debug message&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9718 | dahlia | 2009-05-29 15:50:15 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
reinstate a hopefully more robust experimental decoded sculpt map caching scheme&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9717 | dahlia | 2009-05-29 14:42:06 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
plumbing for future sculpt map caching&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9716 | dahlia | 2009-05-29 14:11:50 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
disable sculpt map caching until a better method of avoiding asset requests can be found&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9715 | dahlia | 2009-05-29 13:29:55 +0900 (Fri, 29 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
null test for texture assets when using cached sculpt map&lt;br /&gt;
addresses mantis #3735&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9712 | dahlia | 2009-05-29 11:46:35 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Experimental decoded sculpt map caching&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9711 | diva | 2009-05-29 10:26:53 +0900 (Fri, 29 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Making the delegate handlers async in async Get, to make things consistent. Them being synchronous in certain cases (asset in cache, for example) may account for slowness reported by folks in osgrid when they have the cache module on. Turns out that some of the provided handlers do non-trivial processing (the ones coming from J2KImage, for example), which means that the several asset requests that hit the cache end up being synchronous. The jury is still out on this.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9710 | diva | 2009-05-29 06:04:10 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Instrumenting GlynnTuckerCache to find out the hit rate.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9709 | afrisby | 2009-05-29 04:20:49 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Tweak to above&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9708 | afrisby | 2009-05-29 04:19:10 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Makes grid announcements more prominent.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9707 | afrisby | 2009-05-29 04:03:27 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Oops. Forgot Initialise needs tweaking between IRegionModule and ISharedRegionModule.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9706 | afrisby | 2009-05-29 03:59:18 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Converts recently added OGSRadmin to IRegionModule because I cant be arsed figuring out Mono.Addins.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9705 | afrisby | 2009-05-29 03:27:08 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Adds OGS RAdmin class. Adds primitive remote admin functions for gridservers to perform on region servers. Used for grid-wide announcements, etc.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9704 | afrisby | 2009-05-29 00:27:15 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* May make the terrain flatten brush behave like Second Life(tm)'s client expects. May break everything. You decide!&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9703 | diva | 2009-05-29 00:05:00 +0900 (Fri, 29 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
This may bring the missing texture back.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9702 | lbsa71 | 2009-05-28 03:27:28 +0900 (Thu, 28 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* So, giving up on my efforts to de-duplicate the asset handlers. I'll just service commit my current state, then start over and this time concentrating only on the new handlers.&lt;br /&gt;
* Fixed some erroneous refs in Tests.Common&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9701 | drscofield | 2009-05-28 03:01:06 +0900 (Thu, 28 May 2009) | 10 lines&lt;br /&gt;
&lt;br /&gt;
From: Chris Yeoh &amp;lt;cyeoh@au1.ibm.com&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The attached patch implements llPassTouches. It has been added&lt;br /&gt;
to the export/import XML along with the flag for AllowedInventoryDrop.&lt;br /&gt;
&lt;br /&gt;
The MySQL backend has been updated as well, though I haven't&lt;br /&gt;
done one of those before so could do with a check. I added&lt;br /&gt;
the migration mysql file as well.&lt;br /&gt;
&lt;br /&gt;
The other data backends need updating as well.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9700 | drscofield | 2009-05-28 02:34:06 +0900 (Thu, 28 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
making TarArchiveReader more resilient when faced with OARs created by&lt;br /&gt;
ancient tars.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9699 | diva | 2009-05-28 01:11:23 +0900 (Thu, 28 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Adding the GlynnTucker cache module as the default choice in .ini's.&lt;br /&gt;
Minor log message change in the module itself.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9698 | chi11ken | 2009-05-27 23:30:33 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Update svn properties.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9697 | sdague | 2009-05-27 21:53:29 +0900 (Wed, 27 May 2009) | 5 lines&lt;br /&gt;
&lt;br /&gt;
Revert &amp;quot;* Added IntegrationTest Attribute and tagged the ODETestClass&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This reverts commit 8f0096cc7b112fea8f69f391224911f624482747.&lt;br /&gt;
&lt;br /&gt;
To get us back to compiling on fresh checkouts.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9696 | sdague | 2009-05-27 21:41:18 +0900 (Wed, 27 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
the new Tests were defined before the Tests.Common dll in prebuild,&lt;br /&gt;
this causes nant to choke on a fresh checkout.  This should fix the build&lt;br /&gt;
break&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9695 | lbsa71 | 2009-05-27 21:36:58 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Added IntegrationTest Attribute and tagged the ODETestClass&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9694 | lbsa71 | 2009-05-27 20:54:17 +0900 (Wed, 27 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* Added OpenSim.Server.Handlers.Tests project&lt;br /&gt;
* Added AssetServerGetHandlerTests - not really wired up yet; more to come.&lt;br /&gt;
* Ignored some gens&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9693 | diva | 2009-05-27 07:39:01 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Catching weirdnesses on resolving External EndPoint in agent transfers. Will probably need to do more aggressively.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9692 | diva | 2009-05-27 06:35:24 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Forgot to include this on the last commit.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9691 | diva | 2009-05-27 06:24:18 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Experimental alternative cache module implementation, using GlynnTucker.Cache.dll.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9690 | diva | 2009-05-27 01:45:30 +0900 (Wed, 27 May 2009) | 4 lines&lt;br /&gt;
&lt;br /&gt;
Changed the order of things in Scene creation. This piece of code is very jibbery, widely different results with slightly different orders. This particular order produces the best results in the UC Irvine sim in osgrid. But clearly there's something messed up here.&lt;br /&gt;
&lt;br /&gt;
Addresses mantis #3707, mantis #3713, mantis #3686.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9689 | lbsa71 | 2009-05-27 01:18:41 +0900 (Wed, 27 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
* We have strand flavours.&lt;br /&gt;
* The version string is now reported as &amp;quot;OpenSim 0.6.5 (Dev)&amp;quot;&lt;br /&gt;
* This has to be administrated manually.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9688 | lbsa71 | 2009-05-27 01:01:06 +0900 (Wed, 27 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Introduced GetVersionString so we can harness the whole thing.&lt;br /&gt;
* Introduced 'Flavour' to spice things up.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9687 | lbsa71 | 2009-05-27 00:46:09 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* slowly getting there...&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9686 | lbsa71 | 2009-05-27 00:43:43 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Changed Version to property for great justice&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9685 | lbsa71 | 2009-05-27 00:35:55 +0900 (Wed, 27 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Added test to make sure version info is 27 chars long (still don't know exactly why it has to be that, though)&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9684 | diva | 2009-05-27 00:26:22 +0900 (Wed, 27 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Catching exceptions on Store, including timeout. Store may fail, for whatever reason, but it won't crash the sim.&lt;br /&gt;
Addresses mantis #3707, mantis #3713, mantis #3686.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9683 | diva | 2009-05-26 11:47:02 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Commented a log message related to users not found, because it floods the log when the sims have prims from foreign users.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9682 | diva | 2009-05-26 11:24:38 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Restoring the initial CAP Url to exactly what it used to be before Adam's changes. Adam's code is still there, but commented, until we figure out what's going on.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9681 | melanie | 2009-05-26 10:38:32 +0900 (Tue, 26 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Revert a change I made to get a better URL because it failes under mono&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9680 | melanie | 2009-05-26 10:27:22 +0900 (Tue, 26 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Couple of tweaks to the URL module: handle script reset gracefully and&lt;br /&gt;
stop crashing http server threads.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9679 | diva | 2009-05-26 10:05:40 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Addresses mantis #3718.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9678 | afrisby | 2009-05-26 09:53:49 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Fiddles with some login network code to attempt to fix login bug.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9677 | diva | 2009-05-26 08:33:56 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Fixed a typo.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9676 | melanie | 2009-05-26 06:15:14 +0900 (Tue, 26 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
Correct a minor typo&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9675 | diva | 2009-05-26 05:30:24 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
Beginning of refactoring RESTComms/LocalComms in the new style of services and connectors. This commit has the beginning of the In connector, not the Out. Nothing of this is finished yet, and it doesn't run. But it should compile ok.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9674 | justincc | 2009-05-26 04:54:47 +0900 (Tue, 26 May 2009) | 6 lines&lt;br /&gt;
&lt;br /&gt;
* reseparate inventory item creator id and creator uuid&lt;br /&gt;
* unfortunately, while the client requires uuids and we want to be able to have arbitrary string ids, these cannot be kept in sync&lt;br /&gt;
* I think the problems last time were due to a serialization change&lt;br /&gt;
* So the major inteface version has been bumped to take care of any lingering issues here.&lt;br /&gt;
* This means that region servers beyond this revision can only connect to similarly uptodate grid services, and vice versa&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9673 | diva | 2009-05-26 04:20:27 +0900 (Tue, 26 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
One more utility. Not used yet.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9672 | justincc | 2009-05-26 01:29:01 +0900 (Tue, 26 May 2009) | 2 lines&lt;br /&gt;
&lt;br /&gt;
* Display normal log information in the console's default foreground colour, for those of us with white backgrounds&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9671 | drscofield | 2009-05-25 21:27:17 +0900 (Mon, 25 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
oops: wrong &amp;quot;path&amp;quot; in addin.xml&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9670 | lbsa71 | 2009-05-25 20:43:56 +0900 (Mon, 25 May 2009) | 1 line&lt;br /&gt;
&lt;br /&gt;
* Upped version number to 0.6.5&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
r9669 | drscofield | 2009-05-25 20:32:31 +0900 (Mon, 25 May 2009) | 3 lines&lt;br /&gt;
&lt;br /&gt;
Revert &amp;quot;From: Chris Yeoh &amp;lt;cyeoh@au1.ibm.com&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This reverts r9666. for some reason the mysql update does not work.&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/About_Scripting</id>
		<title>About Scripting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/About_Scripting"/>
				<updated>2009-02-04T18:39:28Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Scripting Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Scripting Documentation]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Startup_script_linux</id>
		<title>Startup script linux</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Startup_script_linux"/>
				<updated>2009-02-04T18:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Moo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Moo]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Fonctionnalites</id>
		<title>Fonctionnalites</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Fonctionnalites"/>
				<updated>2009-02-04T18:36:41Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Fr/Fonctionnalites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fr/Fonctionnalites]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Mysql-SVN_new</id>
		<title>Mysql-SVN new</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Mysql-SVN_new"/>
				<updated>2009-02-04T18:06:35Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
=MySQL configuration=&lt;br /&gt;
&lt;br /&gt;
For installations after November 11th, 2008 (via SVN) you can read below:&lt;br /&gt;
&lt;br /&gt;
OpenSim.ini could look like this (substitute DDD with database, UUU with user and PPP with password for mysql user). Please note that the database should exist (without tables). Tables will be created automatically by OpenSim. Of course user should have access to create those tables in the database. &lt;br /&gt;
&lt;br /&gt;
Please use this INI file as example and adapt to your installation!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;OpenSim.ini&amp;lt;/b&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
[Startup]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gridmode = false&lt;br /&gt;
&lt;br /&gt;
storage_plugin = &amp;quot;OpenSim.Data.MySQL.dll&amp;quot;&lt;br /&gt;
&lt;br /&gt;
storage_connection_string = &amp;quot;Data Source=localhost;Database=&amp;lt;b&amp;gt;DDD&amp;lt;/b&amp;gt;;User ID=&amp;lt;b&amp;gt;UUU&amp;lt;/b&amp;gt;;Password=&amp;lt;b&amp;gt;PPP&amp;lt;/b&amp;gt;;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
storage_prim_inventories = true&lt;br /&gt;
&lt;br /&gt;
appearance_persist = true&lt;br /&gt;
&lt;br /&gt;
appearance_connection_string = &amp;quot;Data Source=localhost;Database=&amp;lt;b&amp;gt;DDD&amp;lt;/b&amp;gt;;User ID=&amp;lt;b&amp;gt;UUU&amp;lt;/b&amp;gt;;Password=&amp;lt;b&amp;gt;PPP&amp;lt;/b&amp;gt;;pooling=false;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
asset_database = &amp;quot;local&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
physics = basicphysics&lt;br /&gt;
&lt;br /&gt;
meshing = ZeroMesher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
verbose = false&lt;br /&gt;
&lt;br /&gt;
startup_console_commands_file = &amp;quot;startup_commands.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
shutdown_console_commands_file = &amp;quot;shutdown_commands.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
serverside_object_permissions = false&lt;br /&gt;
&lt;br /&gt;
physical_prim = true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[StandAlone]&lt;br /&gt;
&lt;br /&gt;
accounts_authenticate = true&lt;br /&gt;
&lt;br /&gt;
welcome_message = Welcome to test OpenSim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
asset_plugin = &amp;quot;OpenSim.Data.MySQL.dll&amp;quot;&lt;br /&gt;
&lt;br /&gt;
asset_source = &amp;quot;Data Source=localhost;Database=&amp;lt;b&amp;gt;DDD&amp;lt;/b&amp;gt;;User ID=&amp;lt;b&amp;gt;UUU&amp;lt;/b&amp;gt;;Password=&amp;lt;b&amp;gt;PPP&amp;lt;/b&amp;gt;;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
inventory_plugin = &amp;quot;OpenSim.Data.MySQL.dll&amp;quot;&lt;br /&gt;
&lt;br /&gt;
inventory_source = &amp;quot;Data Source=localhost;Database=&amp;lt;b&amp;gt;DDD&amp;lt;/b&amp;gt;;User ID=&amp;lt;b&amp;gt;UUU&amp;lt;/b&amp;gt;;Password=&amp;lt;b&amp;gt;PPP&amp;lt;/b&amp;gt;;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
userDatabase_plugin = &amp;quot;OpenSim.Data.MySQL.dll&amp;quot;&lt;br /&gt;
&lt;br /&gt;
user_source = &amp;quot;Data Source=localhost;Database=&amp;lt;b&amp;gt;DDD&amp;lt;/b&amp;gt;;User ID=&amp;lt;b&amp;gt;UUU&amp;lt;/b&amp;gt;;Password=&amp;lt;b&amp;gt;PPP&amp;lt;/b&amp;gt;;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
default_location_x = 1000&lt;br /&gt;
&lt;br /&gt;
default_location_y = 1000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
dump_assets_to_file = False&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Network]&lt;br /&gt;
&lt;br /&gt;
default_location_x = 1000&lt;br /&gt;
&lt;br /&gt;
default_location_y = 1000&lt;br /&gt;
&lt;br /&gt;
http_listener_port = 9000&lt;br /&gt;
&lt;br /&gt;
remoting_listener_port = 8895&lt;br /&gt;
&lt;br /&gt;
grid_server_url = http://127.0.0.1:8001&lt;br /&gt;
&lt;br /&gt;
grid_send_key = null&lt;br /&gt;
&lt;br /&gt;
grid_recv_key = null&lt;br /&gt;
&lt;br /&gt;
user_server_url = http://127.0.0.1:8002&lt;br /&gt;
&lt;br /&gt;
user_send_key = null&lt;br /&gt;
&lt;br /&gt;
user_recv_key = null&lt;br /&gt;
&lt;br /&gt;
asset_server_url = http://127.0.0.1:8003&lt;br /&gt;
&lt;br /&gt;
inventory_server_url = http://127.0.0.1:8004&lt;br /&gt;
&lt;br /&gt;
secure_inventory_server = true&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/User:Garth_FairChang</id>
		<title>User:Garth FairChang</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/User:Garth_FairChang"/>
				<updated>2009-02-04T17:51:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Garth FairChang moved to User:Garth FairChang&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tested llGetRegionTimeDilation in OpenLifeGrid and on a standalone sim. I always get the result of 0.914285719394684&lt;br /&gt;
&lt;br /&gt;
Script used:&lt;br /&gt;
&lt;br /&gt;
string sim;&lt;br /&gt;
float delay = 12.0;&lt;br /&gt;
integer count;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        sim = llGetRegionName();&lt;br /&gt;
        llSetTimerEvent(delay);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    timer()&lt;br /&gt;
    {&lt;br /&gt;
        count += 1;&lt;br /&gt;
        if(count == 61) count = 0;&lt;br /&gt;
        string t_td = (string)llGetRegionTimeDilation();&lt;br /&gt;
        string t_fps = (string)llGetRegionFPS();&lt;br /&gt;
        string t_host = (string)llGetSimulatorHostname();&lt;br /&gt;
        llSetText(count + &amp;quot;\n&amp;quot; + sim + &amp;quot;\nTD: &amp;quot; + t_td + &amp;quot;\nFPS: &amp;quot; + t_fps + &amp;quot;\nHost: &amp;quot; + t_host, &amp;lt;1,1,1&amp;gt;,1.0);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/HyperGrid</id>
		<title>HyperGrid</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/HyperGrid"/>
				<updated>2009-02-04T17:39:51Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: Redirecting to Hypergrid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hypergrid]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Coding_standards</id>
		<title>Coding standards</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Coding_standards"/>
				<updated>2009-01-25T12:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Source Repository (SVN) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guidelines==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;When adding to existing code please respect the conventions already being used in the file you're editing. Even if they conflict conventions in this page. If you correct a convention in a file please discuss it first with other contributors of the file and fix the entire file at once.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;We follow standard C# coding guidelines unless otherwise stated: [http://msdn.microsoft.com/en-us/library/czefa0ke.aspx]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Source Repository (SVN) ===&lt;br /&gt;
&lt;br /&gt;
* For new files execute: svn propset svn:eol-style native &amp;lt;file path&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formatting ===&lt;br /&gt;
&lt;br /&gt;
* We put curly brackets on separate lines and use 4 space tabs. &lt;br /&gt;
* Tab themselves should be spaces, not actual hard tabs.&lt;br /&gt;
* Use string instead of String when refering to System.String type.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
* We use full words to name things.&lt;br /&gt;
* Aim for assosiative naming so that the logic is clear without explicit comments.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Unless the classes are very trivial, there should be one class per file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
public class SimpleExample&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
&lt;br /&gt;
Method names have all their words capitalized (as opposed to Java, which culturally uses camelCase).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
public class SimpleExample&lt;br /&gt;
{&lt;br /&gt;
    public void ExampleMethod(int exampleAttribute)&lt;br /&gt;
    {&lt;br /&gt;
        string exampleVariable=&amp;quot;test value&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fields ===&lt;br /&gt;
&lt;br /&gt;
Fields should be always initialized when declared. Member fields start with m_ and continue in camelCase:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
public class SimpleExample&lt;br /&gt;
{&lt;br /&gt;
    private long m_exampleMemberField=0;&lt;br /&gt;
    private static double m_exampleStaticMemberField=2;&lt;br /&gt;
&lt;br /&gt;
    public void ExampleMethod(int exampleAttribute)&lt;br /&gt;
    {&lt;br /&gt;
        string exampleVariable=&amp;quot;test value&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warnings ===&lt;br /&gt;
&lt;br /&gt;
* Please keep the code warning free, using #pragma only if absolutely necessary.  For instance &lt;br /&gt;
&lt;br /&gt;
 #pragma warning disable 0612&lt;br /&gt;
            ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.Script]              = &amp;quot;_script.txt&amp;quot;;   // Not sure if we'll ever see this&lt;br /&gt;
 #pragma warning restore 0612&lt;br /&gt;
&lt;br /&gt;
=== Logging ===&lt;br /&gt;
&lt;br /&gt;
Each class should have their own logger which is declared private and is not inherited:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
public class SimpleExample&lt;br /&gt;
{&lt;br /&gt;
    private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Download</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Download"/>
				<updated>2009-01-18T00:53:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Source code */ Fix 0.6.2 svn URL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Quicklinks}}&lt;br /&gt;
==Source code==&lt;br /&gt;
Here are the current released versions of OpenSim.  &lt;br /&gt;
&lt;br /&gt;
Please see [[Branches]] for more information on the repository branches and what they are for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''Please note:'''&amp;lt;/font&amp;gt; As OpenSim is still at an alpha code maturity stage, there is absolutely no guarantee that functionality works or is stable, even in the numbered releases.  Certain features may not work either because the code is in rapid evolution, or because functionality expected by the Linden Labs Second Life viewer has simply not been implemented yet.  However, constructive feedback is still welcomed.&lt;br /&gt;
&lt;br /&gt;
Also, please be aware that OpenSim requires that you have a fair amount of technical knowledge in order to set it up.&lt;br /&gt;
&lt;br /&gt;
You may need to use the Subversion source code management system to obtain the code.  For Windows you can install just [http://subversion.tigris.org/servlets/NewsItemView?newsItemID=1941 Subversion] or the often preferred [http://tortoisesvn.tigris.org Tortoise Subversion extension]. Mac OS X 10.l5 and above have Subversion built but OS. X 10.4.x can still [http://homepage.mac.com/martinott/Subversion-1.4.4.pkg.zip download Subversion].&lt;br /&gt;
&lt;br /&gt;
* '''0.6.2 Alpha release''' (r8068)&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.6.2-release opensim&lt;br /&gt;
&lt;br /&gt;
* '''0.6.1 Alpha release''' (r7840)&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.6.1-release opensim&lt;br /&gt;
&lt;br /&gt;
* '''0.6.1 Alpha with post-release fixes'''&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/branches/0.6.1-post-fixes opensim&lt;br /&gt;
&lt;br /&gt;
* '''0.6.0 Alpha release''' (r7471)&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.6.0-release opensim&lt;br /&gt;
&lt;br /&gt;
* '''Latest Subversion revision version (bleeding edge)'''&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
&lt;br /&gt;
Another option for obtaining the code is via [http://www.selenic.com/mercurial/wiki/ mercurial] from the [http://opensimulator.org/hg/opensim-trunk/ OpenSim repository].&lt;br /&gt;
&lt;br /&gt;
* '''Latest mercurial revision version (bleeding edge)'''&lt;br /&gt;
 hg clone http://opensimulator.org/hg/opensim-trunk/ opensim&lt;br /&gt;
&lt;br /&gt;
==Binaries==&lt;br /&gt;
==Installers==&lt;br /&gt;
&lt;br /&gt;
* '''Official 0.6.1 Windows Installer'''&lt;br /&gt;
 http://forge.opensimulator.org/gf/download/frsrelease/147/318/OpenSimSetup0.6.1.exe&lt;br /&gt;
&lt;br /&gt;
* '''Official 0.6 Windows Installer'''  Not Valid for OSGrid Nov 30 2008&lt;br /&gt;
 http://forge.opensimulator.org/gf/download/frsrelease/137/251/OpenSimSetup0.6.exe&lt;br /&gt;
&lt;br /&gt;
* '''[[UnofficialDebPackages|Unofficial .deb packages]]&lt;br /&gt;
&lt;br /&gt;
==Packages==&lt;br /&gt;
* '''0.6.2 release''' (thanks to the OSGrid team, and especially Nebadon)&lt;br /&gt;
 http://dist.opensimulator.org/OpenSimulator.v0.6.2.8068.zip&lt;br /&gt;
&lt;br /&gt;
* '''0.6.1 release''' (thanks to the OSGrid team)&lt;br /&gt;
 http://dist.opensimulator.org/opensim.v0.6.1.7840.zip&lt;br /&gt;
&lt;br /&gt;
* '''0.6.0 release''' (thanks to the OSGrid team)&lt;br /&gt;
 http://osgrid.org/download/osgrid.opensim.v0.6.0.7471.zip&lt;br /&gt;
&lt;br /&gt;
* '''Official Nightly Build Binary (Recommended for quick testing)&lt;br /&gt;
 http://builds.opensimulator.org&lt;br /&gt;
&lt;br /&gt;
==Related Software==&lt;br /&gt;
[[Related_Software|Related Software Section - CLICK HERE]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Pages by Category:''[[:Category:Users| User-pages]],[[:Category:Development| Developer-pages]],[[:Category:Scripts| Scripts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Developers]]&lt;br /&gt;
&amp;lt;cleanpage title=hide cats=hide /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Development_Team</id>
		<title>Development Team</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Development_Team"/>
				<updated>2008-06-24T10:45:17Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Active OpenSim Core Developers ==&lt;br /&gt;
These people have commit access to our central SVN server and are regular contributors to the codebase.&lt;br /&gt;
&lt;br /&gt;
(please add in as much info as you like for your name)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Photo &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;IRC Nick &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;SL Avatar&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Other Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Time Zone&amp;lt;br&amp;gt;(UTC)&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Org&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Areas of Interest&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MW / Michael Wright |MW / Michael Wright ]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darren&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Wright Juran&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tribal Media AB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;everything&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Adam Frisby|Adam Frisby]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Frisby&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Zaius&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;DeepThink Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Terrain, Performance&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MingChen|MingChen]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike/Michael Ortman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ming Chen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6 (-5 in Summer)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;DeepThink Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Estate/Parcel Support/Modules/Keeping things all neat and tidy.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:lbsa71|lbsa71]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Stefan Andersson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PierreJoseph Proudhon&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;OSG:Stefan Andersson&amp;lt;br/&amp;gt;OLG:Stefan Andersson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tribal Media AB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; 3D and Web Integration&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:SeanDague|sdague]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sean Dague&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Neas Bade&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Database, Linux, Testing, Misc&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Tedd|Tedd]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Hansen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Maa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Hansen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming/Scripting/Architecture&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:dalien|dalien]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dalien Talbot&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dalien Talbot&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mostly TCP-based&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Small fixes; rev.eng./prototyping; nightlies; git-keeper &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ckrinke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charles&amp;amp;nbsp;Krinke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charlesk&amp;amp;nbsp;Bing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Reliability/Grid servers/ll-functions&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:chi11ken|chi11ken]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jeff Ames&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Chillken Proto&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di / Genkii&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:adjohn|adjohn]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Johnson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Zeuz Zenovka&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di / Genkii&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:joha1|joha1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Johan Berntsson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Joppi Brandenburg&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di Inc, Japan&amp;lt;br/&amp;gt;http://www.3di.jp/&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Performance, packet handling/libSL&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Teravus|Teravus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Teravus&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Teravus Ousley&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;W3z&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics &amp;amp; Admin tools, A working sim.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Justincc|Justincc]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Justin Clark-Casey&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Lulworth Beaumont&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Justin Clark-Casey (osgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, performance &amp;amp; reliability, inventory (avatar and object), assets, scenes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Alondria]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Alondria LeFay&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Alondria LeFay (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Independent&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Implementation of LSL functions and other scripting tidbits.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:DrScofield|drscofld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dirk Husemann&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dr Scofield&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;reliability, networking protocols, voice, inventory, assets, remote control, and pretty much everything else :-)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:dahlia|dahlia]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dahlia Trimble&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 / -7&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;independent&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;prim collision geometry, more later :)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Retired OpenSim core developers ==&lt;br /&gt;
&lt;br /&gt;
These people are core developers who have transcended our mortal plane (i.e. they are no longer active).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Photo &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;IRC Nick &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;SL Avatar&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Other Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Time Zone&amp;lt;br&amp;gt;(UTC)&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Org&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Areas of Interest&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:babblefrog|babblefrog]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Brian McBee&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dogen Coldstream&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Babblefrog Ballistic (osgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Disorganized&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:danx0r|danx0r]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dan Miller&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Albert Pascal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;squiggle.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PHEEZIKS; everything&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tleiades&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tleiades&amp;amp;nbsp;Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid servers/Database&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Darok|Darok]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darok Kaminski&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics engines (especially BulletX)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Developers/Testers/Contributors ==&lt;br /&gt;
These people have contributed bug reports, patches or other contributions to OpenSim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;IRC Nick &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;SL Avatar&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Other Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Time Zone&amp;lt;br&amp;gt;(UTC)&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Org&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Areas of Interest&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nebadon|Nebadon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Michael Cerquoni&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nebadon Izumi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nebadon Izumi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-7 Arizona&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Oni Kenkon Creations&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Building, Scripting, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:jtclark48|jclark4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jay Clark&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jay Clarke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics, Grid Host, AI, Scripting, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gareth&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:AdamStevenson|BigFootAg]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Stevenson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adamus Petrov&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Texas A&amp;amp;M University&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AI, Skynet, Evolving Systems, Biology&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;simsim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;caocao&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing whole functions of OpenSim system,working with OpenSim-Engine,reporting on OpenSim&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Vicero Lambert|Vicero Lambert]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ldvoipeng&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;idoru&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Magi|Magi]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andy Agnew&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Magi Merlin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spun Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3D Web Integration, Database stuff and playing with the odds and ends box.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;john_&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;John&amp;amp;nbsp;Moyer&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;VAJohn&amp;amp;nbsp;GeekSquad or&amp;amp;nbsp;Matthew&amp;amp;nbsp;Kendal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Best&amp;amp;nbsp;Buy/Geek&amp;amp;nbsp;Squad&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tester&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:ClarkZone|ClarkZone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Admin(@ClarkZone)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Admin (ClarkZone)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Http://clarkzone.dyndns.org&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tester and Grid Host&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:aiaustin|aiaustin]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai Austin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai&amp;amp;nbsp;Austin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai&amp;amp;nbsp;AIAI&amp;amp;nbsp;(AIAI Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AIAI,&amp;amp;nbsp;University&amp;amp;nbsp;of&amp;amp;nbsp;Edinburgh&amp;lt;br&amp;gt;http://www.aiai.ed.ac.uk/~ai/&amp;lt;br&amp;gt;http://vue.ed.ac.uk/openvue/&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Windows Vista tests&amp;lt;br&amp;gt;Content testing&amp;lt;br&amp;gt;Use of multiple VWs&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:balthazar|balthazar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Trevor Brooks&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Balthazar Sin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Terrains, testing and some small coding tasks&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:jimbo2120|jimbo2120]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Michael Osias&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Illuminous Beltran&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, AI, Skynet, coding and testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Sakai|Sakai]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Steve S&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sakai Openlife (OpenlifeGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.openlifegrid.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Hardware, Testing, Contribution&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ZeroPoint&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Guilderoy&amp;amp;nbsp;Dench&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming/Database&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;MaltosSosa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa (Central Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Central Grid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid Operator, Central Grid Project Manager. Anything we can offer, just ask.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:DerekTang|DerekTang]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Tang&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Timeless&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Tang (ChineseGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://ChineseGrid.net&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Running a public WINDOWS sim for testing, Docs, Helping Chinese users to enjoy OpenSim; building Chinese OpenSim communities. In construction...&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:TayB|TayB]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Earl B&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Taylor Boyau&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ViziGrid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid Host,Networking,Contributions &amp;amp; Testing.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:JamieDav|JamieDav]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jamie David&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jamie David&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Forum&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Sim, Avitar, Functionality&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Krtaylor|Krtaylor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kurt Taylor&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kurt Stringer &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Networking, Monitoring, Scripting, Inventory, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nink|Nink]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Peter Finn&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nink Noonan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Disruptive Influence.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Bruce|Bruce]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bruce Meerson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bruce Meerson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;HiPiHi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Watching.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Darb|Darb]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Brian B. Quinn&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darb Dabney&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;regions&amp;lt;br /&amp;gt;near Berkeley&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;City of Berkeley, CA&amp;lt;br /&amp;gt; http://blog.simgis.org&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing large standalones, real-world terrain, &amp;lt;br /&amp;gt;pursuit of civic paraverses &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[CharlieO]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charlie Omega&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mild coding/tweaking/simple feature adds, Stress testing/break stuff, Testing limits of existing code. Making sure [[LSL Status]] is up to date&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;oobscure&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Opensource Obscure&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.opensim.it&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Running a public Linux sim for testing, Docs, Helping italian users, Building opensim communities, Watching&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;pitman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike Pitman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Rez Tone&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Scientific visualization schemes, virt world product design, persistant workspaces, virt world based big biz&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;cmu&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Christopher Mumme&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Snook Destiny&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.cmu-develop.de/ and research group &amp;quot;Collaboration Systems and CSCW&amp;quot; at Clausthal University of Technology&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing OpenSim, working with OpenSim-Engine, reporting on OpenSim&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Silpol]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andriy Tymchenko&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andy Tir&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;EET (+2/3)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; http://silpol.blogspot.com/ (also visible at Nokia)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;highly uncoordinated mess with elements of palace games, under-table diplomacy, rebellion, coup d'état and mutiny. optionally pirate&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Grumly|Grumly]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Forest Klaar&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grumly TheBear&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.NET MCAD Dev/Arch/Trainer http://www.devoteam.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Trying to get into OpenSim code for now. Particularly interrested in data persistence. blog (Hello, Avatar!): http://lslblog.free.fr&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[daTwitch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;James G. Stallings II&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;br&amp;gt;Lazarus Longstaff&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Hiro Protagonist (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;House Husband&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;OSGrid Region owner, OSGrid Operator,&amp;lt;BR&amp;gt;Forum Admin, sometime wiki editor&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;gryc&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Ueusp&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Uriza&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Uriza(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PHP scripting, web interfaces, interconnectivity, cross-platformedness&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Phrearch|Phrearch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jeroen van Veen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Phrearch Miles&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Phrearch Miles(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Amsterdam/Paris&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Documentation, scripts(perl/lsl), RIA(flex) mashup, testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Burnman|Burnman]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Allen Wilkins&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Burnman Bedlam&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sid Green (United Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Boston, USA&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;United Grid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, testing, and more testing! Getting familiar with the source, interested in all aspects of the project.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:krisbfunk|krisbfunk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kris Bulman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;krisbfunk Vought&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Krisbfunk Nocturnal(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PE, Canada (-4)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Edactive Technologies&amp;lt;br /&amp;gt;NocturnalEye Productions&amp;lt;br /&amp;gt;UPEI&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Currently: Testing, bug reports, wiki updating, building on OSGrid&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[User:HashBox|HashBox]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sibariel Darkstone&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sibariel Darkstone (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;New Zealand (+12)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Testing, bug reports, and updating the wiki.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Kinoc|Kinoc]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kino Coursey&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxxon Jaxxon&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxxon Kinoc (OSgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxtron Laboratories &amp;lt;br /&amp;gt; http://www.daxtron.com&amp;lt;br /&amp;gt; University of North Texas&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AI, Semantic web, Ontologies, Natural Laanguage Processing, Cyc, Bots, NPC &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:trapuh|trapuh]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Pedro Ribeiro&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Vaiten Forder&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;University Student, Escola Superior de Educação de Viseu, Portugal &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, eventual bug reports and wiki. Music, web/digital arts and php+sql.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:SonicViz|SonicViz]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Paul Cohen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Komuso Tokugawa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Http://sonicviz.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Audio/Music, Interactive Music, Control Protocols, Interfaces, VisualFX, Procedural animation/Generative systems + testing and general dev&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Mokele|mokele]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Scott Norman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mokelembembe Mokeev&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 (Southern California)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Web Developer (PHP and MySQL)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Interested in seeing running on PowerPC Macs which it is. So, when I can, I'll compile and test on PowerPC Mac (PowerBook G4) and submit reports and then update the wiki if need on installing on Mac. Also have a Ubuntu 7.10 server that  I can do testing on too.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:devalnor|devalnor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Devalnor&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;M. Watkin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1 (Belgium)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Small Patch code, bug reports, and updating the wiki.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Ezekiel|Ezekiel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ezekiel&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ezekiel Zabelin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.yosims.com &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Concepts, business aspects of virtual worlds - web developer (PHP, MySQL, Javascript, LSL) &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Diva|diva]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Crista Lopes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Diva Canto&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Diva Canto or Crista Lopes in as many grids as possible&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;UC Irvine and http://metaverseink.com &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Search, general architecture, real-world modeling&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Buggmaster|Buggmaster]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike D&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bug Master&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.adultmetaverse.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Data/Web PHP/PERL/MySQL&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nixnerd|nixnerd]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Richmund&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dangerously Moody&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.integratedtechnologies.eu&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Cross Platform Testing, Feedback, Bug Reporting&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MoHax|mohax]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mo Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mo Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5 Eastern&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, Feedback, Content Contributions, Bug Reporting, Documenting, Development&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Webmage|webmage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;webmage&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Leyla Masala&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Web Mage&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, terrain&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:NLStitch|NLStitch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Marijn Oosterveld&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Stitch Seale&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;NYA&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT +1 Amsterdam&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
      Twingate Systems (http://www.twingate.nl)&amp;lt;br&amp;gt;&lt;br /&gt;
      HanzeHogeschool Groningen, Netherlands&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming, Photography, AI&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Ideia Boa|Ideia Boa]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Joao Lopes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ideia Boa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ideia Boa or Boa Ideia in as many grids as possible&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.clubslportugues.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, testing, and more testing! Trying to get into OpenSim code for now. Updating the original wiki and translating the OpenSim Wiki into Portugueses and reporting on OpenSim&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Lulurun|lulurun]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;liu&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di Inc, Japan &amp;lt;br /&amp;gt;http://www.3di.jp&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;patches, openid, server performance, UGAI&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Mikem|mikem]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di Inc, Japan &amp;lt;br /&amp;gt;http://www.3di.jp&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;patches, scripting improvements&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Development_Team</id>
		<title>Development Team</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Development_Team"/>
				<updated>2008-05-30T06:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* OpenSim Core Developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OpenSim Core Developers ==&lt;br /&gt;
These people have commit access to our central SVN server and are regular contributors to the codebase.&lt;br /&gt;
&lt;br /&gt;
(please add in as much info as you like for your name)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Photo &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;IRC Nick &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;SL Avatar&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Other Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Time Zone&amp;lt;br&amp;gt;(UTC)&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Org&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Areas of Interest&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MW / Michael Wright |MW / Michael Wright ]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darren&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Wright Juran&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tribal Media AB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;everything&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Adam Frisby|Adam Frisby]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Frisby&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Zaius&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;DeepThink Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Terrain, Performance&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MingChen|MingChen]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike/Michael Ortman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ming Chen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6 (-5 in Summer)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;DeepThink Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Estate/Parcel Support/Modules/Keeping things all neat and tidy.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:lbsa71|lbsa71]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Stefan Andersson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PierreJoseph Proudhon&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;OSG:Stefan Andersson&amp;lt;br/&amp;gt;OLG:Stefan Andersson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tribal Media AB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; 3D and Web Integration&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:SeanDague|sdague]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sean Dague&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Neas Bade&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Database, Linux, Testing, Misc&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:babblefrog|babblefrog]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Brian McBee&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dogen Coldstream&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Babblefrog Ballistic (osgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Disorganized&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Tedd|Tedd]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Hansen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Maa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tedd Hansen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming/Scripting/Architecture&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:danx0r|danx0r]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dan Miller&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Albert Pascal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;squiggle.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PHEEZIKS; everything&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:dalien|dalien]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dalien Talbot&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dalien Talbot&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mostly TCP-based&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Small fixes; rev.eng./prototyping; nightlies; git-keeper &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tleiades&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tleiades&amp;amp;nbsp;Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid servers/Database&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ckrinke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charles&amp;amp;nbsp;Krinke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charlesk&amp;amp;nbsp;Bing&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Reliability/Grid servers/ll-functions&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:chi11ken|chi11ken]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jeff Ames&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Chillken Proto&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Genkii&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Darok|Darok]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darok Kaminski&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics engines (especially BulletX)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:adjohn|adjohn]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Johnson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Zeuz Zenovka&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Genkii&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:joha1|joha1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Johan Berntsson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Joppi Brandenburg&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3Di&amp;lt;br&amp;gt;http://www.3di.jp/&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Performance, packet handling/libSL&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Teravus|Teravus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Teravus&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Teravus Ousley&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;W3z&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics &amp;amp; Admin tools, A working sim.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Justincc|Justincc]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Justin Clark-Casey&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Lulworth Beaumont&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Justin Clark-Casey (osgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, performance &amp;amp; reliability, inventory (avatar and object), assets, scenes.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Alondria]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Alondria LeFay&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Alondria LeFay (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Independent&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Implementation of LSL functions and other scripting tidbits.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td /&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:DrScofield|drscofld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dirk Husemann&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dr Scofield&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;reliability, networking protocols, voice, inventory, assets, remote control, and pretty much everything else :-)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Developers/Testers/Contributors ==&lt;br /&gt;
These people have contributed bug reports, patches or other contributions to OpenSim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;IRC Nick &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;SL Avatar&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Other Grid&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Time Zone&amp;lt;br&amp;gt;(UTC)&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Org&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Areas of Interest&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nebadon|Nebadon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Michael Cerquoni&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nebadon Izumi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nebadon Izumi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-7 Arizona&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Oni Kenkon Creations&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Building, Scripting, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:jtclark48|jclark4]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jay Clark&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jay Clarke&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Physics, Grid Host, AI, Scripting, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gareth&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:AdamStevenson|BigFootAg]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adam Stevenson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Adamus Petrov&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Texas A&amp;amp;M University&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AI, Skynet, Evolving Systems, Biology&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Vicero Lambert|Vicero Lambert]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ldvoipeng&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;idoru&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;simsim&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Magi|Magi]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andy Agnew&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Magi Merlin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spun Pty Ltd&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;3D Web Integration, Database stuff and playing with the odds and ends box.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;john_&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;John&amp;amp;nbsp;Moyer&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;VAJohn&amp;amp;nbsp;GeekSquad or&amp;amp;nbsp;Matthew&amp;amp;nbsp;Kendal&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Best&amp;amp;nbsp;Buy/Geek&amp;amp;nbsp;Squad&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tester&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:ClarkZone|ClarkZone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Admin(@ClarkZone)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Troy Admin (ClarkZone)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Http://clarkzone.dyndns.org&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Tester and Grid Host&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:aiaustin|aiaustin]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai Austin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai&amp;amp;nbsp;Austin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ai&amp;amp;nbsp;AIAI&amp;amp;nbsp;(AIAI Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+0&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AIAI,&amp;amp;nbsp;University&amp;amp;nbsp;of&amp;amp;nbsp;Edinburgh&amp;lt;br&amp;gt;http://www.aiai.ed.ac.uk/~ai/&amp;lt;br&amp;gt;http://vue.ed.ac.uk/openvue/&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Windows Vista tests&amp;lt;br&amp;gt;Content testing&amp;lt;br&amp;gt;Use of multiple VWs&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:balthazar|balthazar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Trevor Brooks&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Balthazar Sin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Terrains, testing and some small coding tasks&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:jimbo2120|jimbo2120]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Michael Osias&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Illuminous Beltran&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, AI, Skynet, coding and testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Sakai|Sakai]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Steve S&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sakai Openlife (OpenlifeGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.openlifegrid.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Hardware, Testing, Contribution&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ZeroPoint&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Guilderoy&amp;amp;nbsp;Dench&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming/Database&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;MaltosSosa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Maltos Sosa (Central Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Central Grid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid Operator, Central Grid Project Manager. Anything we can offer, just ask.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:DerekTang|DerekTang]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Tang&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Timeless&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Derek Tang (ChineseGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://ChineseGrid.net&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Running a public WINDOWS sim for testing, Docs, Helping Chinese users to enjoy OpenSim; building Chinese OpenSim communities. In construction...&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:TayB|TayB]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Earl B&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Taylor Boyau&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-10&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;ViziGrid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid Host,Networking,Contributions &amp;amp; Testing.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:JamieDav|JamieDav]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jamie David&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jamie David&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+7&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Forum&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Sim, Avitar, Functionality&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Krtaylor|Krtaylor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kurt Taylor&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kurt Stringer &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Networking, Monitoring, Scripting, Inventory, Testing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nink|Nink]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Peter Finn&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Nink Noonan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Disruptive Influence.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Bruce|Bruce]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bruce Meerson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bruce Meerson&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;HiPiHi&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Watching.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Darb|Darb]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Brian B. Quinn&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Darb Dabney&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;regions&amp;lt;br /&amp;gt;near Berkeley&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;City of Berkeley, CA&amp;lt;br /&amp;gt; http://blog.simgis.org&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing large standalones, real-world terrain, &amp;lt;br /&amp;gt;pursuit of civic paraverses &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[CharlieO]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Charlie Omega&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mild coding/tweaking/simple feature adds, Stress testing/break stuff, Testing limits of existing code. Making sure [[LSL Status]] is up to date&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;oobscure&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Opensource Obscure&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.opensim.it&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Running a public Linux sim for testing, Docs, Helping italian users, Building opensim communities, Watching&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;pitman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike Pitman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Rez Tone&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Scientific visualization schemes, virt world product design, persistant workspaces, virt world based big biz&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;cmu&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Christopher Mumme&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Snook Destiny&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.cmu-develop.de/ and research group &amp;quot;Collaboration Systems and CSCW&amp;quot; at Clausthal University of Technology&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing OpenSim, translating the OpenSim Wiki into German and reporting on OpenSim&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Silpol]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andriy Tymchenko&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Andy Tir&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;EET (+2/3)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt; http://silpol.blogspot.com/ (also visible at Nokia)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;highly uncoordinated mess with elements of palace games, under-table diplomacy, rebellion, coup d'état and mutiny. optionally pirate&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Grumly|Grumly]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Forest Klaar&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grumly TheBear&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.NET MCAD Dev/Arch/Trainer http://www.devoteam.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Trying to get into OpenSim code for now. Particularly interrested in data persistence. blog (Hello, Avatar!): http://lslblog.free.fr&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[daTwitch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;James G. Stallings II&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;br&amp;gt;Lazarus Longstaff&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Hiro Protagonist (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;House Husband&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;OSGrid Region owner, OSGrid Operator,&amp;lt;BR&amp;gt;Forum Admin, sometime wiki editor&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;gryc&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Ueusp&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Uriza&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Gryc Uriza(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PHP scripting, web interfaces, interconnectivity, cross-platformedness&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Phrearch|Phrearch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Jeroen van Veen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Phrearch Miles&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Phrearch Miles(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Amsterdam/Paris&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Documentation, scripts(perl/lsl), RIA(flex) mashup, testing&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Burnman|Burnman]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Allen Wilkins&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Burnman Bedlam&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Sid Green (United Grid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Boston, USA&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;United Grid&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, testing, and more testing! Getting familiar with the source, interested in all aspects of the project.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:krisbfunk|krisbfunk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kris Bulman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;krisbfunk Vought&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Krisbfunk Nocturnal(OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;PE, Canada (-4)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Edactive Technologies&amp;lt;br /&amp;gt;NocturnalEye Productions&amp;lt;br /&amp;gt;UPEI&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Currently: Testing, bug reports, wiki updating, building on OSGrid&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[User:HashBox|HashBox]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sibariel Darkstone&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sibariel Darkstone (OSGrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;New Zealand (+12)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Testing, bug reports, and updating the wiki.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Kinoc|Kinoc]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kino Coursey&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxxon Jaxxon&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxxon Kinoc (OSgrid)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-6&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Daxtron Laboratories &amp;lt;br /&amp;gt; http://www.daxtron.com&amp;lt;br /&amp;gt; University of North Texas&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;AI, Semantic web, Ontologies, Natural Laanguage Processing, Cyc, Bots, NPC &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:trapuh|trapuh]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Pedro Ribeiro&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Vaiten Forder&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;University Student, Escola Superior de Educação de Viseu, Portugal &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, eventual bug reports and wiki. Music, web/digital arts and php+sql.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:SonicViz|SonicViz]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Paul Cohen&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Komuso Tokugawa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+9&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Http://sonicviz.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Audio/Music, Interactive Music, Control Protocols, Interfaces, VisualFX, Procedural animation/Generative systems + testing and general dev&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Mokele|mokele]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Scott Norman&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mokelembembe Mokeev&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 (Southern California)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Web Developer (PHP and MySQL)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Interested in seeing running on PowerPC Macs which it is. So, when I can, I'll compile and test on PowerPC Mac (PowerBook G4) and submit reports and then update the wiki if need on installing on Mac. Also have a Ubuntu 7.10 server that  I can do testing on too.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:devalnor|devalnor]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Devalnor&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;M. Watkin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1 (Belgium)&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Small Patch code, bug reports, and updating the wiki.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Ezekiel|Ezekiel]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ezekiel&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ezekiel Zabelin&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.yosims.com &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Concepts, business aspects of virtual worlds - web developer (PHP, MySQL, Javascript, LSL) &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Diva|diva]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Crista Lopes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Diva Canto&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Diva Canto or Crista Lopes in as many grids as possible&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;UC Irvine and http://metaverseink.com &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Search, general architecture&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Buggmaster|Buggmaster]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mike D&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Bug Master&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-8 &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.adultmetaverse.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Grid, Data/Web PHP/PERL/MySQL&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Nixnerd|nixnerd]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Richmund&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Dangerously Moody&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.integratedtechnologies.eu&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Cross Platform Testing, Feedback, Bug Reporting&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:MoHax|mohax]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mo Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Mo Hax&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;-5 Eastern&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, Feedback, Content Contributions, Bug Reporting, Documenting, Development&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Webmage|webmage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;webmage&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Leyla Masala&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Web Mage&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;IBM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, terrain&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:NLStitch|NLStitch]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Marijn Oosterveld&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Stitch Seale&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;NYA&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;GMT +1 Amsterdam&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
      Twingate Systems (http://www.twingate.nl)&amp;lt;br&amp;gt;&lt;br /&gt;
      HanzeHogeschool Groningen, Netherlands&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Programming, Photography, AI&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[User:Ideia Boa|Ideia Boa]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Joao Lopes&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ideia Boa&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Ideia Boa or Boa Ideia in as many grids as possible&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;http://www.clubslportugues.com&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Testing, testing, and more testing! Trying to get into OpenSim code for now. Updating the original wiki and translating the OpenSim Wiki into Portugueses and reporting on OpenSim&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/PhysicsEngines</id>
		<title>PhysicsEngines</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/PhysicsEngines"/>
				<updated>2008-04-06T01:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Compiling ODE from source (Mac OS X) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several physics engines available for use in OpenSim. Currently, they are &amp;quot;basicphysics&amp;quot;, &amp;quot;OpenDynamicsEngine&amp;quot;, &amp;quot;RealPhysX&amp;quot; &amp;amp; &amp;quot;BulletX&amp;quot; (modified version). The plugin &amp;quot;basicphysics&amp;quot; is the default and can be seen in the &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in Windows, one can add &amp;lt;tt&amp;gt;-physics=OpenDynamicsEngine&amp;lt;/tt&amp;gt; to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in &amp;lt;tt&amp;gt;OpenSim.ini.&amp;lt;/tt&amp;gt;. In Linux you must run the included shell script, &amp;lt;tt&amp;gt;opensim-ode.sh&amp;lt;/tt&amp;gt; or type &amp;lt;tt&amp;gt;ulimit -s 262144&amp;lt;/tt&amp;gt; before running mono OpenSim.exe.  '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in Windows, one can add &amp;lt;tt&amp;gt;-physics=RealPhysX&amp;lt;/tt&amp;gt; if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in either Windows or Linux, one can add &amp;lt;tt&amp;gt;-physics=modified_BulletX&amp;lt;/tt&amp;gt; to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.&lt;br /&gt;
&lt;br /&gt;
To conclude, basicphysics &amp;amp; OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).&lt;br /&gt;
&lt;br /&gt;
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows.  Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces).  Physx has not been updated in quite a while.&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Linux) ==&lt;br /&gt;
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib &amp;amp; switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory &lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
&lt;br /&gt;
bootstrap the build process as follows:&lt;br /&gt;
&lt;br /&gt;
 $ sh autogen.sh&lt;br /&gt;
&lt;br /&gt;
and compile it as follows:&lt;br /&gt;
&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make -k&lt;br /&gt;
&lt;br /&gt;
If you run into issues after doing this try the debug library by using the following line;&lt;br /&gt;
&lt;br /&gt;
 ./configure --enable-shared --disable-demos&lt;br /&gt;
&lt;br /&gt;
(I used to suggest --with-trimesh=gimpact, but no longer.  As of ODE 0.9, Opcode is the preferred and best-supported collision library)&lt;br /&gt;
&lt;br /&gt;
This should create a &amp;lt;tt&amp;gt;libode.a&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;lidode.so&amp;lt;/tt&amp;gt; file in the &amp;lt;tt&amp;gt;src/ode&amp;lt;/tt&amp;gt; subdirectory.  Copy these two files to the opensim &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Mac OS X) ==&lt;br /&gt;
&lt;br /&gt;
You can use essentially the same build process on OS X as on Linux,&lt;br /&gt;
but there are a couple of minor differences.&lt;br /&gt;
&lt;br /&gt;
First, the &amp;lt;tt&amp;gt;autogen.sh&amp;lt;/tt&amp;gt; script tries to automatically determine&lt;br /&gt;
the name of the libtoolize binary (which is named glibtoolize on OS&lt;br /&gt;
X).  To do this, it uses the &amp;lt;tt&amp;gt;which&amp;lt;/tt&amp;gt; command under bash, but&lt;br /&gt;
the error code returned by &amp;lt;tt&amp;gt;which&amp;lt;/tt&amp;gt; is always 0 in bash.  If you&lt;br /&gt;
see an error message like this:&lt;br /&gt;
&lt;br /&gt;
 autogen.sh: line 44: no: command not found&lt;br /&gt;
&lt;br /&gt;
then open autogen.sh in a text editor and change the first&lt;br /&gt;
&amp;lt;pre&amp;gt;LIBTOOLIZE=`which libtoolize`&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;LIBTOOLIZE=`which glibtoolize`&amp;lt;/pre&amp;gt;&lt;br /&gt;
and re-run it.&lt;br /&gt;
&lt;br /&gt;
Also, you must have automake 1.10 or later.  You can check your&lt;br /&gt;
current version with:&lt;br /&gt;
&lt;br /&gt;
 automake --version&lt;br /&gt;
&lt;br /&gt;
You can get version 1.10 from [http://www.macports.org/ MacPorts] or&lt;br /&gt;
[http://www.finkproject.org/ fink] if yours is older.  Be sure to&lt;br /&gt;
place the new binary directories ahead of your system binary&lt;br /&gt;
directories in your PATH.  You may have to open a new shell for your&lt;br /&gt;
changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Then you can follow the Linux instructions to build the library.  When it has built, copy the &amp;lt;tt&amp;gt;ode/src/.libs/libode.dylib&amp;lt;/tt&amp;gt; file to the OpenSim &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Windows) ==&lt;br /&gt;
&lt;br /&gt;
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers.  &lt;br /&gt;
&lt;br /&gt;
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's.  This can cause failure and confusion, so do the following:&lt;br /&gt;
Right-click on ode in Solution Explorer, and select properties.&lt;br /&gt;
under Configuration Properties/General, change &amp;quot;Use of MFC&amp;quot; to read &amp;quot;Use MFC in a Static Library&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Under Configuration Properties/Linker/System.   Change Stack Reserve Size to 262144000.   Click the OK button then compile as usual.&lt;br /&gt;
&lt;br /&gt;
== ODE Plugin in OpenSim ==&lt;br /&gt;
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. &lt;br /&gt;
&lt;br /&gt;
The currently collision behavior is:&lt;br /&gt;
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass&lt;br /&gt;
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.&lt;br /&gt;
&lt;br /&gt;
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.&lt;br /&gt;
&lt;br /&gt;
* friction is reduced on avatar to object/ground collisions when the avatar is moving&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* Tune all collisions&lt;br /&gt;
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator&lt;br /&gt;
* Fix bugs&lt;br /&gt;
* Physical(active) Linksets&lt;br /&gt;
* Vehicles&lt;br /&gt;
&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are..  even if the root prim moves.''&lt;br /&gt;
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin.   &lt;br /&gt;
* ODE Asserts&lt;br /&gt;
&lt;br /&gt;
==== Recent changes ====&lt;br /&gt;
* Implemented Grab and Throw&lt;br /&gt;
* Implemented llApplyImpulse in the global frame&lt;br /&gt;
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling.  Results in less bouncing and improved stability.&lt;br /&gt;
* Linksets are now collidable as long as they are not set Physical(active)&lt;br /&gt;
&lt;br /&gt;
== BulletX Plugin in OpenSim: Modified BulletX ==&lt;br /&gt;
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)&lt;br /&gt;
&lt;br /&gt;
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:&lt;br /&gt;
* For avies, like and sphere of 1m of radious and 50Kg of mass&lt;br /&gt;
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* Tune collision&lt;br /&gt;
* Introduce Prim Shape Type to have more than the box shape.&lt;br /&gt;
* More than 1 region in a Sim and then more than 1 sim (grid)&lt;br /&gt;
* Fix bugs&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''&lt;br /&gt;
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''&lt;br /&gt;
* &amp;lt;del&amp;gt;Rotation doesn't seem to work&amp;lt;/del&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== POS Plugin in OpenSim ==&lt;br /&gt;
POS is Physics Of Simplicity.  It is BasicPhysics with collisions.&lt;br /&gt;
&lt;br /&gt;
I took out my old wiki stuff because it was just plain wrong.  The algorithm which is implemented in POS does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims.  However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Physics Testing  Videos ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;ODE&amp;lt;/b&amp;gt;===&lt;br /&gt;
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=DGyhne2llRI&lt;br /&gt;
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847652/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=Y0olsWlTc0A&lt;br /&gt;
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847715/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=9lR_2H7VODU&lt;br /&gt;
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  Quicktime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847731/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=t9ulYO8I26Q&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;BulletX&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847745/&lt;br /&gt;
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov&lt;br /&gt;
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;Second Life Havok 1&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims [11/08/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;Second Life Havok 4&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims [11/08/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov&lt;br /&gt;
* 1000 Physical Prims [11/09/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov&lt;br /&gt;
* 1000 Physical Prims [11/09/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/PhysicsEngines</id>
		<title>PhysicsEngines</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/PhysicsEngines"/>
				<updated>2008-04-06T01:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: added OS X directions for building ODE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several physics engines available for use in OpenSim. Currently, they are &amp;quot;basicphysics&amp;quot;, &amp;quot;OpenDynamicsEngine&amp;quot;, &amp;quot;RealPhysX&amp;quot; &amp;amp; &amp;quot;BulletX&amp;quot; (modified version). The plugin &amp;quot;basicphysics&amp;quot; is the default and can be seen in the &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in Windows, one can add &amp;lt;tt&amp;gt;-physics=OpenDynamicsEngine&amp;lt;/tt&amp;gt; to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in &amp;lt;tt&amp;gt;OpenSim.ini.&amp;lt;/tt&amp;gt;. In Linux you must run the included shell script, &amp;lt;tt&amp;gt;opensim-ode.sh&amp;lt;/tt&amp;gt; or type &amp;lt;tt&amp;gt;ulimit -s 262144&amp;lt;/tt&amp;gt; before running mono OpenSim.exe.  '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in Windows, one can add &amp;lt;tt&amp;gt;-physics=RealPhysX&amp;lt;/tt&amp;gt; if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.&lt;br /&gt;
&lt;br /&gt;
* When starting OpenSim in either Windows or Linux, one can add &amp;lt;tt&amp;gt;-physics=modified_BulletX&amp;lt;/tt&amp;gt; to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.&lt;br /&gt;
&lt;br /&gt;
To conclude, basicphysics &amp;amp; OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).&lt;br /&gt;
&lt;br /&gt;
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows.  Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces).  Physx has not been updated in quite a while.&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Linux) ==&lt;br /&gt;
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib &amp;amp; switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory &lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
&lt;br /&gt;
bootstrap the build process as follows:&lt;br /&gt;
&lt;br /&gt;
 $ sh autogen.sh&lt;br /&gt;
&lt;br /&gt;
and compile it as follows:&lt;br /&gt;
&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make -k&lt;br /&gt;
&lt;br /&gt;
If you run into issues after doing this try the debug library by using the following line;&lt;br /&gt;
&lt;br /&gt;
 ./configure --enable-shared --disable-demos&lt;br /&gt;
&lt;br /&gt;
(I used to suggest --with-trimesh=gimpact, but no longer.  As of ODE 0.9, Opcode is the preferred and best-supported collision library)&lt;br /&gt;
&lt;br /&gt;
This should create a &amp;lt;tt&amp;gt;libode.a&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;lidode.so&amp;lt;/tt&amp;gt; file in the &amp;lt;tt&amp;gt;src/ode&amp;lt;/tt&amp;gt; subdirectory.  Copy these two files to the opensim &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Mac OS X) ==&lt;br /&gt;
&lt;br /&gt;
You can use essentially the same build process on OS X as on Linux,&lt;br /&gt;
but there are a couple of minor differences.&lt;br /&gt;
&lt;br /&gt;
First, the &amp;lt;tt&amp;gt;autogen.sh&amp;lt;/tt&amp;gt; script tries to automatically determine&lt;br /&gt;
the name of the libtoolize binary (which is named glibtoolize on OS&lt;br /&gt;
X).  To do this, it uses the &amp;lt;tt&amp;gt;which&amp;lt;/tt&amp;gt; command under bash, but&lt;br /&gt;
the error code returned by &amp;lt;tt&amp;gt;which&amp;lt;/tt&amp;gt; is always 0 in bash.  If you&lt;br /&gt;
see an error message like this:&lt;br /&gt;
&lt;br /&gt;
 autogen.sh: line 44: no: command not found&lt;br /&gt;
&lt;br /&gt;
then open autogen.sh in a text editor and change the first&lt;br /&gt;
&amp;lt;pre&amp;gt;LIBTOOLIZE=`which libtoolize`&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;LIBTOOLIZE=`which glibtoolize`&amp;lt;/pre&amp;gt;&lt;br /&gt;
and re-run it.&lt;br /&gt;
&lt;br /&gt;
Also, you must have automake 1.10 or later.  You can check your&lt;br /&gt;
current version with:&lt;br /&gt;
&lt;br /&gt;
 automake --version&lt;br /&gt;
&lt;br /&gt;
You can get version 1.10 from [http://www.macports.org/ MacPorts] or&lt;br /&gt;
[http://www.finkproject.org/ fink] if yours is older.  Be sure to&lt;br /&gt;
place the new binary directories ahead of your system binary&lt;br /&gt;
directories in your PATH.  You may have to open a new shell for your&lt;br /&gt;
changes to take effect.&lt;br /&gt;
&lt;br /&gt;
Then you can follow the Linux instructions to build the library.  When it has built, copy the &amp;lt;tt&amp;gt;libode.dylib&amp;lt;/tt&amp;gt; file to the OpenSim &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
== Compiling ODE from source (Windows) ==&lt;br /&gt;
&lt;br /&gt;
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers.  &lt;br /&gt;
&lt;br /&gt;
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's.  This can cause failure and confusion, so do the following:&lt;br /&gt;
Right-click on ode in Solution Explorer, and select properties.&lt;br /&gt;
under Configuration Properties/General, change &amp;quot;Use of MFC&amp;quot; to read &amp;quot;Use MFC in a Static Library&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Under Configuration Properties/Linker/System.   Change Stack Reserve Size to 262144000.   Click the OK button then compile as usual.&lt;br /&gt;
&lt;br /&gt;
== ODE Plugin in OpenSim ==&lt;br /&gt;
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. &lt;br /&gt;
&lt;br /&gt;
The currently collision behavior is:&lt;br /&gt;
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass&lt;br /&gt;
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.&lt;br /&gt;
&lt;br /&gt;
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.&lt;br /&gt;
&lt;br /&gt;
* friction is reduced on avatar to object/ground collisions when the avatar is moving&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* Tune all collisions&lt;br /&gt;
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator&lt;br /&gt;
* Fix bugs&lt;br /&gt;
* Physical(active) Linksets&lt;br /&gt;
* Vehicles&lt;br /&gt;
&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are..  even if the root prim moves.''&lt;br /&gt;
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin.   &lt;br /&gt;
* ODE Asserts&lt;br /&gt;
&lt;br /&gt;
==== Recent changes ====&lt;br /&gt;
* Implemented Grab and Throw&lt;br /&gt;
* Implemented llApplyImpulse in the global frame&lt;br /&gt;
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling.  Results in less bouncing and improved stability.&lt;br /&gt;
* Linksets are now collidable as long as they are not set Physical(active)&lt;br /&gt;
&lt;br /&gt;
== BulletX Plugin in OpenSim: Modified BulletX ==&lt;br /&gt;
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)&lt;br /&gt;
&lt;br /&gt;
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:&lt;br /&gt;
* For avies, like and sphere of 1m of radious and 50Kg of mass&lt;br /&gt;
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* Tune collision&lt;br /&gt;
* Introduce Prim Shape Type to have more than the box shape.&lt;br /&gt;
* More than 1 region in a Sim and then more than 1 sim (grid)&lt;br /&gt;
* Fix bugs&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''&lt;br /&gt;
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''&lt;br /&gt;
* &amp;lt;del&amp;gt;Rotation doesn't seem to work&amp;lt;/del&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== POS Plugin in OpenSim ==&lt;br /&gt;
POS is Physics Of Simplicity.  It is BasicPhysics with collisions.&lt;br /&gt;
&lt;br /&gt;
I took out my old wiki stuff because it was just plain wrong.  The algorithm which is implemented in POS does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims.  However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.&lt;br /&gt;
&lt;br /&gt;
=== To-do list (next changes) ===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
==== Known bugs ====&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
== Physics Testing  Videos ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;ODE&amp;lt;/b&amp;gt;===&lt;br /&gt;
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=DGyhne2llRI&lt;br /&gt;
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847652/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=Y0olsWlTc0A&lt;br /&gt;
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847715/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=9lR_2H7VODU&lt;br /&gt;
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  Quicktime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847731/&lt;br /&gt;
  YouTube &amp;gt; http://www.youtube.com/watch?v=t9ulYO8I26Q&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;BulletX&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov&lt;br /&gt;
  Stage6 &amp;gt; http://stage6.divx.com/user/3dlibre/video/1847745/&lt;br /&gt;
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov&lt;br /&gt;
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]&amp;lt;br&amp;gt;&lt;br /&gt;
  QuickTime &amp;gt; http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;Second Life Havok 1&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims [11/08/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;Second Life Havok 4&amp;lt;/b&amp;gt;===&lt;br /&gt;
* 360 Physical Prims [11/08/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov&lt;br /&gt;
* 1000 Physical Prims [11/09/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov&lt;br /&gt;
* 1000 Physical Prims [11/09/2007]&amp;lt;br&amp;gt;&lt;br /&gt;
  http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Contributions_Policy</id>
		<title>Contributions Policy</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Contributions_Policy"/>
				<updated>2008-03-25T14:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Important=&lt;br /&gt;
Any contributions must comply with the following OpenSim contribution policy&lt;br /&gt;
&lt;br /&gt;
In order to accept your contribution you need to read and adhere to the OpenSim Code Conventions and also follow the licensing conditions.&lt;br /&gt;
&lt;br /&gt;
==OpenSim Core Values==&lt;br /&gt;
&lt;br /&gt;
So, you're thinking of contributing? Great! In order to make your ride as smooth as possible, here's listing some of this projects guiding principles:&lt;br /&gt;
 &lt;br /&gt;
====This is an early alpha experimental project====&lt;br /&gt;
This means that we value simple and naive solutions over efficiency - we will optimize but first we need to get the basics right.&lt;br /&gt;
It also means a very optimistic use of the word 'stable'.&lt;br /&gt;
 &lt;br /&gt;
====This is a 3D application platform, ''not a Second Life wannabe world simulator''====&lt;br /&gt;
This means that we value decoupling, modularity and indirection over clock&lt;br /&gt;
cycles and feature completeness.&lt;br /&gt;
 &lt;br /&gt;
====We are all in this for our own separate reasons, some to have fun, some to make money====&lt;br /&gt;
This means that any given patch, fix or feature is very much up to whether somebody thinks it fun, worthwile or would pay good money for it.&lt;br /&gt;
 &lt;br /&gt;
====This is a young project====&lt;br /&gt;
Being through four major architectural changes in &amp;lt;s&amp;gt;six&amp;lt;/s&amp;gt; twelve months means we still&lt;br /&gt;
have lots of tangly and bushy remnants of old ways of doing stuff.&lt;br /&gt;
&lt;br /&gt;
====This is a noob-friendly project====&lt;br /&gt;
Yes, believe it or not, we're aiming at continously trying to make the code as simple, structured and readable for newcomers as time and experience will let us.&lt;br /&gt;
 &lt;br /&gt;
====The code is the documentation====&lt;br /&gt;
Even though we're trying to document the things that are reasonably set, instead of documentation and commenting we try to make the code as simple, strightforward and readable as possible.&lt;br /&gt;
&lt;br /&gt;
====Documentation is good, comments are good====&lt;br /&gt;
There is a dispute about above point. Some of us are trying to comment code correctly so that it is obvious to newcomers how things are connected (large and small), where to make changes, what the change will affect and how to extend OpenSim.&lt;br /&gt;
&lt;br /&gt;
====We are a multi-platform project====&lt;br /&gt;
This means we will go to lengths to avoid bringing in new technologies that would provide thresholds for installing and using the code on different environments. The default configuration should always be build- and runnable on checkout, provided you are on a c# .net/mono environment with either vs build or nant. Other technologies than those can be provided, but will not be guaranteed not to break at any given time.&lt;br /&gt;
 &lt;br /&gt;
Codewise, we're trying to move towards looser coupling and better code reuse - and to separate the code into a 'framework' layer, a 'service' layer and an 'application' layer; the framework layer defines all base classes and interfaces, the service layer provide networked and persistent implementations of those, and the application layer provides configuration logic and executables.&lt;br /&gt;
&lt;br /&gt;
== OpenSim Licensing Conditions ==&lt;br /&gt;
To make sure that we can accept your contribution and continue to distribute the OpenSim materials under the most free license possible, any contributions to the OpenSim project need to follow the following licensing conditions:&lt;br /&gt;
&lt;br /&gt;
* Your contribution is either wholly your own, or if it contains third party materials, they are licensed in a manner compatible with the OpenSim project. If you rely on third party contributions, acknowledge them and include a copy of the license conditions for those components if they differ from the OpenSim project license. We cannot accept virally licensed code unless there is a specific F/OSS exemption for BSD-licensed projects.&lt;br /&gt;
&lt;br /&gt;
* You accept whole liability for any contributions you make for inclusion of third party intellectual property, in the jurisdiction of both yourself, and where the servers are located (United States). If you are unsure about the licensing conditions for a piece of source, do not include it and work around it. If you have a problem here, ask the rest of the developers as they may be able to help.&lt;br /&gt;
&lt;br /&gt;
* You have not witnessed, seen or been party to the development of the official Linden Lab Server Software. If you have been involved in the official server development your contributions may affect the licensing of the main codebase and we cannot accept the contributions without a waiver from Linden Lab disclaiming any interest in your contributions.&lt;br /&gt;
&lt;br /&gt;
* You have not studied or copied source code from the GPL Second Life viewer to submit your contribution&lt;br /&gt;
&lt;br /&gt;
* You submit your contribution to the repository under the BSD license below.&lt;br /&gt;
&lt;br /&gt;
===OpenSim BSD License===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Copyright (c) Contributors, http://opensimulator.org/&lt;br /&gt;
See CONTRIBUTORS.TXT for a full list of copyright holders.&lt;br /&gt;
&lt;br /&gt;
Redistribution and use in source and binary forms, with or without&lt;br /&gt;
modification, are permitted provided that the following conditions are met:&lt;br /&gt;
    * Redistributions of source code must retain the above copyright&lt;br /&gt;
      notice, this list of conditions and the following disclaimer.&lt;br /&gt;
    * Redistributions in binary form must reproduce the above copyright&lt;br /&gt;
      notice, this list of conditions and the following disclaimer in the&lt;br /&gt;
      documentation and/or other materials provided with the distribution.&lt;br /&gt;
    * Neither the name of the OpenSim Project nor the&lt;br /&gt;
      names of its contributors may be used to endorse or promote products&lt;br /&gt;
      derived from this software without specific prior written permission.&lt;br /&gt;
&lt;br /&gt;
THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR&lt;br /&gt;
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED&lt;br /&gt;
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE&lt;br /&gt;
DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY&lt;br /&gt;
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL&lt;br /&gt;
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE&lt;br /&gt;
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS&lt;br /&gt;
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER&lt;br /&gt;
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR&lt;br /&gt;
OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF&lt;br /&gt;
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Users]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Troubleshooting"/>
				<updated>2008-02-22T00:44:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* System.DllNotFoundException: gdiplus.dll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page gives any system-specific configuration settings that may be useful, and advice for problems that might be encountered.&lt;br /&gt;
&lt;br /&gt;
== System-specific configuration ==&lt;br /&gt;
=== CentOS 5 ===&lt;br /&gt;
&lt;br /&gt;
To install mono and nant, you can use the &amp;quot;Linux Installer for x86&amp;quot; found at http://www.mono-project.com/Downloads.&lt;br /&gt;
&lt;br /&gt;
SVN can be installed by:&lt;br /&gt;
&lt;br /&gt;
 yum install subversion&lt;br /&gt;
&lt;br /&gt;
Mono defaults to installing into &amp;lt;tt&amp;gt;/opt&amp;lt;/tt&amp;gt;, so you may have to add this path to your environment variables, for example, in your &amp;lt;tt&amp;gt;~/.bashrc&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 export PATH=&amp;quot;/opt/mono-1.2.5/bin:$PATH&amp;quot;&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/opt/mono-1.2.5/lib/pkgconfig:$PKG_CONFIG_PATH&amp;quot;&lt;br /&gt;
 export MANPATH=&amp;quot;/opt/mono-1.2.5/share/man:$MANPATH&amp;quot;&lt;br /&gt;
 export LD_LIBRARY_PATH=&amp;quot;/opt/mono-1.2.5/lib:$LD_LIBRARY_PATH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After changing &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt;, you should update the dynamic linker cache:&lt;br /&gt;
&lt;br /&gt;
 ldconfig&lt;br /&gt;
&lt;br /&gt;
You may still encounter the &amp;quot;The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file.&amp;quot; error listed below.  In that case, this may fix this:&lt;br /&gt;
&lt;br /&gt;
 yum install glib&lt;br /&gt;
&lt;br /&gt;
If you are running a firewall as well (i.e., if &amp;lt;tt&amp;gt;iptables -L&amp;lt;/tt&amp;gt; shows a list of ACCEPT and REJECT rules), you'll have to open the necessary ports if you want to access the sim from other machines.  For standalone mode:&lt;br /&gt;
&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p tcp --dport 9000 -j ACCEPT&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p udp --dport 9000 -j ACCEPT&lt;br /&gt;
&lt;br /&gt;
=== Debian 4.0r0 ===&lt;br /&gt;
&lt;br /&gt;
If you set your system to use unstable sources, and then install some packages listed below, everything should just work.  To use unstable sources, modify your &amp;lt;tt&amp;gt;/etc/apt/sources.list&amp;lt;/tt&amp;gt; file, replacing 'etch' or 'stable' with 'unstable':&lt;br /&gt;
&lt;br /&gt;
 deb ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
Then update your packages to the new versions:&lt;br /&gt;
&lt;br /&gt;
 apt-get update&lt;br /&gt;
 apt-get dist-upgrade&lt;br /&gt;
&lt;br /&gt;
This will probably change a large number of packages, and may break things.&lt;br /&gt;
In my experience, however, if you do not use unstable sources then the packages are not up to date enough, and you run into version issues, which lead to two DllNotFoundException errors below appearing in the console output: gdiplus.dll and libopenjpeg-libsl-2.1.2.0.so.&lt;br /&gt;
&lt;br /&gt;
Once the sources are updated, we need to install the necessary packages to be able to build OpenSim:&lt;br /&gt;
&lt;br /&gt;
 apt-get install subversion mono nant mono-gmcs mono-mjs libmono-microsoft8.0-cil libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
If any of these packages are missing, you'll probably encounter one of the errors listed below.  However, with these packages, OpenSim should build cleanly.&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
some Mono dependency &amp;amp; latest Mono itself may use &amp;quot;~x86&amp;quot; masked packages (assuming x86 is your platform, change may be made to reflect your ex:&amp;quot;~amd64&amp;quot; for 64bits). You could check for USE parameter with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge -vp subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
Ten install with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
N.B: The ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; can be set in Gentoo /etc/make.conf file, but that turn up all the emerges in testing/unstable, using it at the begining of emerge command line use it only for current emerge process&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
This assumes you're using the universal binary for mono from the [http://www.mono-project.com/ Mono Project] site.&lt;br /&gt;
&lt;br /&gt;
If you are using OS X 10.4, you should also install X11 from the OS X install CDs.&lt;br /&gt;
In OS X 10.5, this is not required.&lt;br /&gt;
&lt;br /&gt;
If you get errors about the 2.0 framework not being supported, you may need to update your &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; path.&lt;br /&gt;
I set this in &amp;lt;tt&amp;gt;~/.bash_profile&amp;lt;/tt&amp;gt;:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Errors and fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Build workarounds due to non-functionality or bugs: ===&lt;br /&gt;
&lt;br /&gt;
==== Disappearing prims due to duplicate UID's ====&lt;br /&gt;
Generally this problem occurs when a save-xml/load-xml file is loaded into the same sim without using the -newUID switch to generate new UUID's for the objects. This switch is documented in the [[Running#General OpenSim server commands|general server commands]] section. (&amp;lt;nowiki&amp;gt;load-xml &amp;lt;filename&amp;gt; -newUID&amp;lt;/nowiki&amp;gt;). But if this does not work, the other way is to shift-copy your build and drag it up into the air.. then delete the one in the air, (which is actually the copy). This will generate new UID's on all your prims.. you can now leave that build, and load your original load-xml file in another region.&lt;br /&gt;
&lt;br /&gt;
==== Linked objects not scaling/editing properly ====&lt;br /&gt;
From Mantis [[http://opensimulator.org/mantis/view.php?id=135 # 135]] and [[http://opensimulator.org/mantis/view.php?id=223 # 223]]: &amp;lt;br /&amp;gt;&lt;br /&gt;
Linked objects: while linking/unlinking objects seems to work fine, the editing of single prims inside a linked object doesn't work correctly. You have to check the box &amp;quot;Edit linked parts&amp;quot;, then you can select a single prim and edit it, but in most cases the changes in size- and/or postion-parameters are not accepted and revert immediately to the original ones. It is not completely reproducible, as it may work in some single case though.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Workaround:''' unlink the whole object, make the changes, and relink the whole thing again. &amp;lt;br /&amp;gt; ''note:'' re-scaling unlinked objects in grid mode seems to work better than in standalone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exception and loss of ode physics System.EntryPointNotFoundException: dSpaceLockQuery ===&lt;br /&gt;
&lt;br /&gt;
The following is usually caused by using the wrong version of libode.  First try find / -name &amp;quot;libode.so&amp;quot; to see if you have other copies of the ode physics engine.  Then make sure you have the latest version of this.&lt;br /&gt;
&lt;br /&gt;
[SCENE] [02-01 22:20:40] System.EntryPointNotFoundException: dSpaceLockQuery&lt;br /&gt;
  at (wrapper managed-to-native) Ode.NET.d:SpaceLockQuery (intptr)&lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.waitForSpaceUnlock (IntPtr space) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter.AvatarGeomAndBodyCreation (Single npositionX, Single npositionY, Single npositionZ, Single tensor) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter..ctor (System.String avName, OpenSim.Region.Physics.OdePlugin.OdeScene parent_scene, OpenSim.Region.Physics.Manager.PhysicsVector pos) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.AddAvatar (System.String avName, OpenSim.Region.Physics.Manager.PhysicsVector position) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.AddToPhysicalScene () [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.MakeRootAgent (LLVector3 pos, Boolean isFlying) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.Scene.AgentCrossing (UInt64 regionHandle, LLUUID agentID, LLVector3 position, Boolean isFlying) [0x00000]&lt;br /&gt;
=== MySQL connection errors after about 6-8 hours ===&lt;br /&gt;
&lt;br /&gt;
MySQL has a timeout which drops the connection after 28,800 seconds of inactivity.  So increase this to 31536000. Using set global wait_timeout=31536000; from the mysql console if you get these erros.&lt;br /&gt;
&lt;br /&gt;
=== System.DllNotFoundException: gdiplus.dll ===&lt;br /&gt;
&lt;br /&gt;
First, check to make sure that &amp;lt;tt&amp;gt;libgdiplus.so&amp;lt;/tt&amp;gt; is known to the dynamic linker:&lt;br /&gt;
&lt;br /&gt;
 /sbin/ldconfig -p | grep libgdiplus&lt;br /&gt;
&lt;br /&gt;
If nothing is found, make sure that the directory libgdiplus.so exists in is either in your &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt; environment variable or listed in a *.conf file (e.g., gdiplus.conf) in /etc/ld.so.conf.d/.  Then run &amp;lt;tt&amp;gt;ldconfig&amp;lt;/tt&amp;gt; to update the cache.  Then it should be able to find the library.&lt;br /&gt;
&lt;br /&gt;
You may still have the above error, however, since libgdiplus also depends on other dynamic libraries, and if they fail to load, libgdiplus will fail.  To test for this, run OpenSim with debugging information turned on:&lt;br /&gt;
&lt;br /&gt;
 MONO_LOG_LEVEL=debug mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
It may show errors loading other libraries, like &amp;lt;tt&amp;gt;libexif.so.9&amp;lt;/tt&amp;gt;.  In that case, linking to an existing version of the offending library may work:&lt;br /&gt;
&lt;br /&gt;
 ln -s libexif.so.12 libexif.so.9&lt;br /&gt;
&lt;br /&gt;
''(Is there a cleaner solution than this?)''&lt;br /&gt;
&lt;br /&gt;
=== The assembly mscorlib.dll was not found or could not be loaded ===&lt;br /&gt;
&lt;br /&gt;
This indicates that you are missing one of the mscor libs that comes with nant.  This is easily solved by getting NAnt, which comes with both versions 1.0 and 2.0 of the required lib.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
=== External Program Failed: /usr/lib/pkgconfig/../../lib/mono/2.0/gmcs.exe === &lt;br /&gt;
&lt;br /&gt;
This is quickly fixed by retrieving mono-gmcs.&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-gmcs&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name JScript does not exist in the namespace Microsoft ===&lt;br /&gt;
&lt;br /&gt;
Note that it says Jscript over and over again.  Hint perhaps?&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-mjs libmono-microsoft8.0-cil&lt;br /&gt;
&lt;br /&gt;
On Fedora, the needed package is mono-jscript&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name Tcp does not exist in the namespace System.Runtime.Remoting.Channels ===&lt;br /&gt;
&lt;br /&gt;
This one is taken care of with a quick install:&lt;br /&gt;
&lt;br /&gt;
 apt-get install libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
=== Missing: libopenjpeg-libsl-2.1.2.0-x86_64.so ===&lt;br /&gt;
  You are on 64bit linux machine and my need to follow these instructions: [[Installing_and_running_on_x86-64 |Installing and running on x86-64 ]]&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
=== error while loading shared libraries: libgthread-2.0.so.0: cannot open shared object file ===&lt;br /&gt;
&lt;br /&gt;
If you start with a base Debian system as we did at the top of the page, but instead of using the apt version of mono you use the installer from their website, then you may encounter this issue.&lt;br /&gt;
&lt;br /&gt;
After getting the .bin file from http://www.mono-project.com/Downloads, and executing it as per its instructions, upon finishing, you may find that if you try to run `mono --version` you are presented with this message. This one means you need to install libglib2.0-0.&lt;br /&gt;
&lt;br /&gt;
 apt-get install libglib2.0-0&lt;br /&gt;
&lt;br /&gt;
=== The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file. ===&lt;br /&gt;
&lt;br /&gt;
This one seems to be fixed by retrieving the apt version of nant.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
This can also be due to &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; not being able to locate the &amp;lt;tt&amp;gt;mono.pc&amp;lt;/tt&amp;gt; file.  Adding the directory containing this file to the environment variable &amp;lt;tt&amp;gt;PKG_CONFIG_PATH&amp;lt;/tt&amp;gt; may solve this.&lt;br /&gt;
&lt;br /&gt;
== Networking and config issues ==&lt;br /&gt;
   [[OpenSim:Running |See Running section]]&lt;br /&gt;
&lt;br /&gt;
=== You are able to log in, but not connect to a Region from a remote client ===&lt;br /&gt;
&lt;br /&gt;
    Look in your OpenSimulator/bin/Regions folder &lt;br /&gt;
    1) Try 0.0.0.0 for the internal_ip_address in your region.xml(default.xml) file&lt;br /&gt;
         (you'll have one of those files *per* region you've created)&lt;br /&gt;
    2) external_host_name=&amp;quot;127.0.0.1&amp;quot; will need to be changed to the accessable DNS name&lt;br /&gt;
        such as &amp;quot;opensim.example-host.com&amp;quot; or &amp;quot;71.6.131.152&amp;quot; (your public accessable ip)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Troubleshooting"/>
				<updated>2008-02-22T00:43:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: /* Mac OS X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page gives any system-specific configuration settings that may be useful, and advice for problems that might be encountered.&lt;br /&gt;
&lt;br /&gt;
== System-specific configuration ==&lt;br /&gt;
=== CentOS 5 ===&lt;br /&gt;
&lt;br /&gt;
To install mono and nant, you can use the &amp;quot;Linux Installer for x86&amp;quot; found at http://www.mono-project.com/Downloads.&lt;br /&gt;
&lt;br /&gt;
SVN can be installed by:&lt;br /&gt;
&lt;br /&gt;
 yum install subversion&lt;br /&gt;
&lt;br /&gt;
Mono defaults to installing into &amp;lt;tt&amp;gt;/opt&amp;lt;/tt&amp;gt;, so you may have to add this path to your environment variables, for example, in your &amp;lt;tt&amp;gt;~/.bashrc&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 export PATH=&amp;quot;/opt/mono-1.2.5/bin:$PATH&amp;quot;&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/opt/mono-1.2.5/lib/pkgconfig:$PKG_CONFIG_PATH&amp;quot;&lt;br /&gt;
 export MANPATH=&amp;quot;/opt/mono-1.2.5/share/man:$MANPATH&amp;quot;&lt;br /&gt;
 export LD_LIBRARY_PATH=&amp;quot;/opt/mono-1.2.5/lib:$LD_LIBRARY_PATH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After changing &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt;, you should update the dynamic linker cache:&lt;br /&gt;
&lt;br /&gt;
 ldconfig&lt;br /&gt;
&lt;br /&gt;
You may still encounter the &amp;quot;The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file.&amp;quot; error listed below.  In that case, this may fix this:&lt;br /&gt;
&lt;br /&gt;
 yum install glib&lt;br /&gt;
&lt;br /&gt;
If you are running a firewall as well (i.e., if &amp;lt;tt&amp;gt;iptables -L&amp;lt;/tt&amp;gt; shows a list of ACCEPT and REJECT rules), you'll have to open the necessary ports if you want to access the sim from other machines.  For standalone mode:&lt;br /&gt;
&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p tcp --dport 9000 -j ACCEPT&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p udp --dport 9000 -j ACCEPT&lt;br /&gt;
&lt;br /&gt;
=== Debian 4.0r0 ===&lt;br /&gt;
&lt;br /&gt;
If you set your system to use unstable sources, and then install some packages listed below, everything should just work.  To use unstable sources, modify your &amp;lt;tt&amp;gt;/etc/apt/sources.list&amp;lt;/tt&amp;gt; file, replacing 'etch' or 'stable' with 'unstable':&lt;br /&gt;
&lt;br /&gt;
 deb ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
Then update your packages to the new versions:&lt;br /&gt;
&lt;br /&gt;
 apt-get update&lt;br /&gt;
 apt-get dist-upgrade&lt;br /&gt;
&lt;br /&gt;
This will probably change a large number of packages, and may break things.&lt;br /&gt;
In my experience, however, if you do not use unstable sources then the packages are not up to date enough, and you run into version issues, which lead to two DllNotFoundException errors below appearing in the console output: gdiplus.dll and libopenjpeg-libsl-2.1.2.0.so.&lt;br /&gt;
&lt;br /&gt;
Once the sources are updated, we need to install the necessary packages to be able to build OpenSim:&lt;br /&gt;
&lt;br /&gt;
 apt-get install subversion mono nant mono-gmcs mono-mjs libmono-microsoft8.0-cil libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
If any of these packages are missing, you'll probably encounter one of the errors listed below.  However, with these packages, OpenSim should build cleanly.&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
some Mono dependency &amp;amp; latest Mono itself may use &amp;quot;~x86&amp;quot; masked packages (assuming x86 is your platform, change may be made to reflect your ex:&amp;quot;~amd64&amp;quot; for 64bits). You could check for USE parameter with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge -vp subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
Ten install with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
N.B: The ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; can be set in Gentoo /etc/make.conf file, but that turn up all the emerges in testing/unstable, using it at the begining of emerge command line use it only for current emerge process&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
This assumes you're using the universal binary for mono from the [http://www.mono-project.com/ Mono Project] site.&lt;br /&gt;
&lt;br /&gt;
If you are using OS X 10.4, you should also install X11 from the OS X install CDs.&lt;br /&gt;
In OS X 10.5, this is not required.&lt;br /&gt;
&lt;br /&gt;
If you get errors about the 2.0 framework not being supported, you may need to update your &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; path.&lt;br /&gt;
I set this in &amp;lt;tt&amp;gt;~/.bash_profile&amp;lt;/tt&amp;gt;:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Errors and fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Build workarounds due to non-functionality or bugs: ===&lt;br /&gt;
&lt;br /&gt;
==== Disappearing prims due to duplicate UID's ====&lt;br /&gt;
Generally this problem occurs when a save-xml/load-xml file is loaded into the same sim without using the -newUID switch to generate new UUID's for the objects. This switch is documented in the [[Running#General OpenSim server commands|general server commands]] section. (&amp;lt;nowiki&amp;gt;load-xml &amp;lt;filename&amp;gt; -newUID&amp;lt;/nowiki&amp;gt;). But if this does not work, the other way is to shift-copy your build and drag it up into the air.. then delete the one in the air, (which is actually the copy). This will generate new UID's on all your prims.. you can now leave that build, and load your original load-xml file in another region.&lt;br /&gt;
&lt;br /&gt;
==== Linked objects not scaling/editing properly ====&lt;br /&gt;
From Mantis [[http://opensimulator.org/mantis/view.php?id=135 # 135]] and [[http://opensimulator.org/mantis/view.php?id=223 # 223]]: &amp;lt;br /&amp;gt;&lt;br /&gt;
Linked objects: while linking/unlinking objects seems to work fine, the editing of single prims inside a linked object doesn't work correctly. You have to check the box &amp;quot;Edit linked parts&amp;quot;, then you can select a single prim and edit it, but in most cases the changes in size- and/or postion-parameters are not accepted and revert immediately to the original ones. It is not completely reproducible, as it may work in some single case though.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Workaround:''' unlink the whole object, make the changes, and relink the whole thing again. &amp;lt;br /&amp;gt; ''note:'' re-scaling unlinked objects in grid mode seems to work better than in standalone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exception and loss of ode physics System.EntryPointNotFoundException: dSpaceLockQuery ===&lt;br /&gt;
&lt;br /&gt;
The following is usually caused by using the wrong version of libode.  First try find / -name &amp;quot;libode.so&amp;quot; to see if you have other copies of the ode physics engine.  Then make sure you have the latest version of this.&lt;br /&gt;
&lt;br /&gt;
[SCENE] [02-01 22:20:40] System.EntryPointNotFoundException: dSpaceLockQuery&lt;br /&gt;
  at (wrapper managed-to-native) Ode.NET.d:SpaceLockQuery (intptr)&lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.waitForSpaceUnlock (IntPtr space) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter.AvatarGeomAndBodyCreation (Single npositionX, Single npositionY, Single npositionZ, Single tensor) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter..ctor (System.String avName, OpenSim.Region.Physics.OdePlugin.OdeScene parent_scene, OpenSim.Region.Physics.Manager.PhysicsVector pos) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.AddAvatar (System.String avName, OpenSim.Region.Physics.Manager.PhysicsVector position) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.AddToPhysicalScene () [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.MakeRootAgent (LLVector3 pos, Boolean isFlying) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.Scene.AgentCrossing (UInt64 regionHandle, LLUUID agentID, LLVector3 position, Boolean isFlying) [0x00000]&lt;br /&gt;
=== MySQL connection errors after about 6-8 hours ===&lt;br /&gt;
&lt;br /&gt;
MySQL has a timeout which drops the connection after 28,800 seconds of inactivity.  So increase this to 31536000. Using set global wait_timeout=31536000; from the mysql console if you get these erros.&lt;br /&gt;
&lt;br /&gt;
=== System.DllNotFoundException: gdiplus.dll ===&lt;br /&gt;
&lt;br /&gt;
First, check to make sure that &amp;lt;tt&amp;gt;libgdiplus.so&amp;lt;/tt&amp;gt; is known to the dynamic linker:&lt;br /&gt;
&lt;br /&gt;
 /sbin/ldconfig -p | grep libgdiplus&lt;br /&gt;
&lt;br /&gt;
If nothing is found, make sure that the directory libgdiplus.so exists in is either in your &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt; environment variable or listed in a *.conf file (e.g., gdiplus.conf) in /etc/ld.so.conf.d/.  Then run &amp;lt;tt&amp;gt;ldconfig&amp;lt;/tt&amp;gt; to update the cache.  Then it should be able to find the library.&lt;br /&gt;
&lt;br /&gt;
You may still have the above error, however, since libgdiplus also depends on other dynamic libraries, and if they fail to load, libgdiplus will fail.  To test for this, run OpenSim with debugging information turned on:&lt;br /&gt;
&lt;br /&gt;
 MONO_LOG_LEVEL=debug mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
It may show errors loading other libraries, like &amp;lt;tt&amp;gt;libexif.so.9&amp;lt;/tt&amp;gt;.  In that case, linking to an existing version of the offending library may work:&lt;br /&gt;
&lt;br /&gt;
 ln -s libexif.so.12 libexif.so.9&lt;br /&gt;
&lt;br /&gt;
''(Is there a cleaner solution than this?)''&lt;br /&gt;
''(Isn't this backwards shouldn't be 'ln -s  libexif.so.9  libexif.so.12'))&lt;br /&gt;
&lt;br /&gt;
=== The assembly mscorlib.dll was not found or could not be loaded ===&lt;br /&gt;
&lt;br /&gt;
This indicates that you are missing one of the mscor libs that comes with nant.  This is easily solved by getting NAnt, which comes with both versions 1.0 and 2.0 of the required lib.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
=== External Program Failed: /usr/lib/pkgconfig/../../lib/mono/2.0/gmcs.exe === &lt;br /&gt;
&lt;br /&gt;
This is quickly fixed by retrieving mono-gmcs.&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-gmcs&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name JScript does not exist in the namespace Microsoft ===&lt;br /&gt;
&lt;br /&gt;
Note that it says Jscript over and over again.  Hint perhaps?&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-mjs libmono-microsoft8.0-cil&lt;br /&gt;
&lt;br /&gt;
On Fedora, the needed package is mono-jscript&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name Tcp does not exist in the namespace System.Runtime.Remoting.Channels ===&lt;br /&gt;
&lt;br /&gt;
This one is taken care of with a quick install:&lt;br /&gt;
&lt;br /&gt;
 apt-get install libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
=== Missing: libopenjpeg-libsl-2.1.2.0-x86_64.so ===&lt;br /&gt;
  You are on 64bit linux machine and my need to follow these instructions: [[Installing_and_running_on_x86-64 |Installing and running on x86-64 ]]&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
=== error while loading shared libraries: libgthread-2.0.so.0: cannot open shared object file ===&lt;br /&gt;
&lt;br /&gt;
If you start with a base Debian system as we did at the top of the page, but instead of using the apt version of mono you use the installer from their website, then you may encounter this issue.&lt;br /&gt;
&lt;br /&gt;
After getting the .bin file from http://www.mono-project.com/Downloads, and executing it as per its instructions, upon finishing, you may find that if you try to run `mono --version` you are presented with this message. This one means you need to install libglib2.0-0.&lt;br /&gt;
&lt;br /&gt;
 apt-get install libglib2.0-0&lt;br /&gt;
&lt;br /&gt;
=== The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file. ===&lt;br /&gt;
&lt;br /&gt;
This one seems to be fixed by retrieving the apt version of nant.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
This can also be due to &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; not being able to locate the &amp;lt;tt&amp;gt;mono.pc&amp;lt;/tt&amp;gt; file.  Adding the directory containing this file to the environment variable &amp;lt;tt&amp;gt;PKG_CONFIG_PATH&amp;lt;/tt&amp;gt; may solve this.&lt;br /&gt;
&lt;br /&gt;
== Networking and config issues ==&lt;br /&gt;
   [[OpenSim:Running |See Running section]]&lt;br /&gt;
&lt;br /&gt;
=== You are able to log in, but not connect to a Region from a remote client ===&lt;br /&gt;
&lt;br /&gt;
    Look in your OpenSimulator/bin/Regions folder &lt;br /&gt;
    1) Try 0.0.0.0 for the internal_ip_address in your region.xml(default.xml) file&lt;br /&gt;
         (you'll have one of those files *per* region you've created)&lt;br /&gt;
    2) external_host_name=&amp;quot;127.0.0.1&amp;quot; will need to be changed to the accessable DNS name&lt;br /&gt;
        such as &amp;quot;opensim.example-host.com&amp;quot; or &amp;quot;71.6.131.152&amp;quot; (your public accessable ip)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Troubleshooting</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Troubleshooting"/>
				<updated>2008-02-05T17:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: removed unnecessary step from OS X section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page gives any system-specific configuration settings that may be useful, and advice for problems that might be encountered.&lt;br /&gt;
&lt;br /&gt;
== System-specific configuration ==&lt;br /&gt;
=== CentOS 5 ===&lt;br /&gt;
&lt;br /&gt;
To install mono and nant, you can use the &amp;quot;Linux Installer for x86&amp;quot; found at http://www.mono-project.com/Downloads.&lt;br /&gt;
&lt;br /&gt;
SVN can be installed by:&lt;br /&gt;
&lt;br /&gt;
 yum install subversion&lt;br /&gt;
&lt;br /&gt;
Mono defaults to installing into &amp;lt;tt&amp;gt;/opt&amp;lt;/tt&amp;gt;, so you may have to add this path to your environment variables, for example, in your &amp;lt;tt&amp;gt;~/.bashrc&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 export PATH=&amp;quot;/opt/mono-1.2.5/bin:$PATH&amp;quot;&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/opt/mono-1.2.5/lib/pkgconfig:$PKG_CONFIG_PATH&amp;quot;&lt;br /&gt;
 export MANPATH=&amp;quot;/opt/mono-1.2.5/share/man:$MANPATH&amp;quot;&lt;br /&gt;
 export LD_LIBRARY_PATH=&amp;quot;/opt/mono-1.2.5/lib:$LD_LIBRARY_PATH&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After changing &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt;, you should update the dynamic linker cache:&lt;br /&gt;
&lt;br /&gt;
 ldconfig&lt;br /&gt;
&lt;br /&gt;
You may still encounter the &amp;quot;The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file.&amp;quot; error listed below.  In that case, this may fix this:&lt;br /&gt;
&lt;br /&gt;
 yum install glib&lt;br /&gt;
&lt;br /&gt;
If you are running a firewall as well (i.e., if &amp;lt;tt&amp;gt;iptables -L&amp;lt;/tt&amp;gt; shows a list of ACCEPT and REJECT rules), you'll have to open the necessary ports if you want to access the sim from other machines.  For standalone mode:&lt;br /&gt;
&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p tcp --dport 9000 -j ACCEPT&lt;br /&gt;
 iptables -I RH-Firewall-1-INPUT -p udp --dport 9000 -j ACCEPT&lt;br /&gt;
&lt;br /&gt;
=== Debian 4.0r0 ===&lt;br /&gt;
&lt;br /&gt;
If you set your system to use unstable sources, and then install some packages listed below, everything should just work.  To use unstable sources, modify your &amp;lt;tt&amp;gt;/etc/apt/sources.list&amp;lt;/tt&amp;gt; file, replacing 'etch' or 'stable' with 'unstable':&lt;br /&gt;
&lt;br /&gt;
 deb ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
 deb-src ftp://ftp.debian.org/debian/ unstable main&lt;br /&gt;
&lt;br /&gt;
Then update your packages to the new versions:&lt;br /&gt;
&lt;br /&gt;
 apt-get update&lt;br /&gt;
 apt-get dist-upgrade&lt;br /&gt;
&lt;br /&gt;
This will probably change a large number of packages, and may break things.&lt;br /&gt;
In my experience, however, if you do not use unstable sources then the packages are not up to date enough, and you run into version issues, which lead to two DllNotFoundException errors below appearing in the console output: gdiplus.dll and libopenjpeg-libsl-2.1.2.0.so.&lt;br /&gt;
&lt;br /&gt;
Once the sources are updated, we need to install the necessary packages to be able to build OpenSim:&lt;br /&gt;
&lt;br /&gt;
 apt-get install subversion mono nant mono-gmcs mono-mjs libmono-microsoft8.0-cil libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
If any of these packages are missing, you'll probably encounter one of the errors listed below.  However, with these packages, OpenSim should build cleanly.&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
some Mono dependency &amp;amp; latest Mono itself may use &amp;quot;~x86&amp;quot; masked packages (assuming x86 is your platform, change may be made to reflect your ex:&amp;quot;~amd64&amp;quot; for 64bits). You could check for USE parameter with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge -vp subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
Ten install with:&lt;br /&gt;
&lt;br /&gt;
 ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; emerge subversion nant mono libgdiplus&lt;br /&gt;
&lt;br /&gt;
N.B: The ACCEPT_KEYWORDS=&amp;quot;~x86&amp;quot; can be set in Gentoo /etc/make.conf file, but that turn up all the emerges in testing/unstable, using it at the begining of emerge command line use it only for current emerge process&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
This assumes you're using the universal binary for mono from the [http://www.mono-project.com/ Mono Project] site.&lt;br /&gt;
&lt;br /&gt;
After installing mono, you may need to update your &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; path.  I set this in &amp;lt;tt&amp;gt;~/.bash_profile&amp;lt;/tt&amp;gt;:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/1.2.5.1/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Errors and fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Build workarounds due to non-functionality or bugs: ===&lt;br /&gt;
&lt;br /&gt;
==== Disappearing prims due to duplicate UID's ====&lt;br /&gt;
Tracked in Mantis [[http://opensimulator.org/mantis/view.php?id=347 # 347]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Generally this problem occurs when the same save-xml2/load-xml2 file is loaded in adjacent regions, and it is caused by duplicate UID's. There is a switch to resolve this when loading your prims, documented in the [[Running#General OpenSim server commands|general server commands]] section. (&amp;lt;nowiki&amp;gt;load-xml2 &amp;lt;filename&amp;gt; -newUID&amp;lt;/nowiki&amp;gt;). But if this does not work, the other way is to shift-copy your build and drag it up into the air.. then delete the one in the air, leaving the &amp;quot;original&amp;quot; (which is actually the copy). This will generate new UID's on all your prims.. you can now leave that build, and load your original load-xml2 file in another region.&lt;br /&gt;
&lt;br /&gt;
==== Linked objects not scaling/editing properly ====&lt;br /&gt;
From Mantis [[http://opensimulator.org/mantis/view.php?id=135 # 135]] and [[http://opensimulator.org/mantis/view.php?id=223 # 223]]: &amp;lt;br /&amp;gt;&lt;br /&gt;
Linked objects: while linking/unlinking objects seems to work fine, the editing of single prims inside a linked object doesn't work correctly. You have to check the box &amp;quot;Edit linked parts&amp;quot;, then you can select a single prim and edit it, but in most cases the changes in size- and/or postion-parameters are not accepted and revert immediately to the original ones. It is not completely reproducible, as it may work in some single case though.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Workaround:''' unlink the whole object, make the changes, and relink the whole thing again. &amp;lt;br /&amp;gt; ''note:'' re-scaling unlinked objects in grid mode seems to work better than in standalone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exception and loss of ode physics System.EntryPointNotFoundException: dSpaceLockQuery ===&lt;br /&gt;
&lt;br /&gt;
The following is usually caused by using the wrong version of libode.  First try find / -name &amp;quot;libode.so&amp;quot; to see if you have other copies of the ode physics engine.  Then make sure you have the latest version of this.&lt;br /&gt;
&lt;br /&gt;
[SCENE] [02-01 22:20:40] System.EntryPointNotFoundException: dSpaceLockQuery&lt;br /&gt;
  at (wrapper managed-to-native) Ode.NET.d:SpaceLockQuery (intptr)&lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.waitForSpaceUnlock (IntPtr space) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter.AvatarGeomAndBodyCreation (Single npositionX, Single npositionY, Single npositionZ, Single tensor) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeCharacter..ctor (System.String avName, OpenSim.Region.Physics.OdePlugin.OdeScene parent_scene, OpenSim.Region.Physics.Manager.PhysicsVector pos) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Physics.OdePlugin.OdeScene.AddAvatar (System.String avName, OpenSim.Region.Physics.Manager.PhysicsVector position) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.AddToPhysicalScene () [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.ScenePresence.MakeRootAgent (LLVector3 pos, Boolean isFlying) [0x00000] &lt;br /&gt;
  at OpenSim.Region.Environment.Scenes.Scene.AgentCrossing (UInt64 regionHandle, LLUUID agentID, LLVector3 position, Boolean isFlying) [0x00000]&lt;br /&gt;
=== MySQL connection errors after about 6-8 hours ===&lt;br /&gt;
&lt;br /&gt;
MySQL has a timeout which drops the connection after 28,800 seconds of inactivity.  So increase this to 31536000. Using set global wait_timeout=31536000; from the mysql console if you get these erros.&lt;br /&gt;
&lt;br /&gt;
=== System.DllNotFoundException: gdiplus.dll ===&lt;br /&gt;
&lt;br /&gt;
First, check to make sure that &amp;lt;tt&amp;gt;libgdiplus.so&amp;lt;/tt&amp;gt; is known to the dynamic linker:&lt;br /&gt;
&lt;br /&gt;
 /sbin/ldconfig -p | grep libgdiplus&lt;br /&gt;
&lt;br /&gt;
If nothing is found, make sure that the directory libgdiplus.so exists in is either in your &amp;lt;tt&amp;gt;LD_LIBRARY_PATH&amp;lt;/tt&amp;gt; environment variable or listed in a *.conf file (e.g., gdiplus.conf) in /etc/ld.so.conf.d/.  Then run &amp;lt;tt&amp;gt;ldconfig&amp;lt;/tt&amp;gt; to update the cache.  Then it should be able to find the library.&lt;br /&gt;
&lt;br /&gt;
You may still have the above error, however, since libgdiplus also depends on other dynamic libraries, and if they fail to load, libgdiplus will fail.  To test for this, run OpenSim with debugging information turned on:&lt;br /&gt;
&lt;br /&gt;
 MONO_LOG_LEVEL=debug mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
It may show errors loading other libraries, like &amp;lt;tt&amp;gt;libexif.so.9&amp;lt;/tt&amp;gt;.  In that case, linking to an existing version of the offending library may work:&lt;br /&gt;
&lt;br /&gt;
 ln -s libexif.so.12 libexif.so.9&lt;br /&gt;
&lt;br /&gt;
''(Is there a cleaner solution than this?)''&lt;br /&gt;
''(Isn't this backwards shouldn't be 'ln -s  libexif.so.9  libexif.so.12'))&lt;br /&gt;
&lt;br /&gt;
=== The assembly mscorlib.dll was not found or could not be loaded ===&lt;br /&gt;
&lt;br /&gt;
This indicates that you are missing one of the mscor libs that comes with nant.  This is easily solved by getting NAnt, which comes with both versions 1.0 and 2.0 of the required lib.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
=== External Program Failed: /usr/lib/pkgconfig/../../lib/mono/2.0/gmcs.exe === &lt;br /&gt;
&lt;br /&gt;
This is quickly fixed by retrieving mono-gmcs.&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-gmcs&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name JScript does not exist in the namespace Microsoft ===&lt;br /&gt;
&lt;br /&gt;
Note that it says Jscript over and over again.  Hint perhaps?&lt;br /&gt;
&lt;br /&gt;
 apt-get install mono-mjs libmono-microsoft8.0-cil&lt;br /&gt;
&lt;br /&gt;
=== The type or namespace name Tcp does not exist in the namespace System.Runtime.Remoting.Channels ===&lt;br /&gt;
&lt;br /&gt;
This one is taken care of with a quick install:&lt;br /&gt;
&lt;br /&gt;
 apt-get install libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
=== error while loading shared libraries: libgthread-2.0.so.0: cannot open shared object file ===&lt;br /&gt;
&lt;br /&gt;
If you start with a base Debian system as we did at the top of the page, but instead of using the apt version of mono you use the installer from their website, then you may encounter this issue.&lt;br /&gt;
&lt;br /&gt;
After getting the .bin file from http://www.mono-project.com/Downloads, and executing it as per its instructions, upon finishing, you may find that if you try to run `mono --version` you are presented with this message. This one means you need to install libglib2.0-0.&lt;br /&gt;
&lt;br /&gt;
 apt-get install libglib2.0-0&lt;br /&gt;
&lt;br /&gt;
=== The current runtime framework 'mono-2.0' is not correctly configured in the NAnt configuration file. ===&lt;br /&gt;
&lt;br /&gt;
This one seems to be fixed by retrieving the apt version of nant.&lt;br /&gt;
&lt;br /&gt;
 apt-get install nant&lt;br /&gt;
&lt;br /&gt;
This can also be due to &amp;lt;tt&amp;gt;pkg-config&amp;lt;/tt&amp;gt; not being able to locate the &amp;lt;tt&amp;gt;mono.pc&amp;lt;/tt&amp;gt; file.  Adding the directory containing this file to the environment variable &amp;lt;tt&amp;gt;PKG_CONFIG_PATH&amp;lt;/tt&amp;gt; may solve this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Office_hours</id>
		<title>Office hours</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Office_hours"/>
				<updated>2007-12-19T01:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenSim weekly office hours are held in an OpenSim world somewhere on the Internet.  The purpose of these office hours is to created a focussed weekly discussion on the state of OpenSim, and things that need attention.  It is intended for people wishing to become contributors to the project, so if you show up, you'll probably walk away with something on your todo list.&lt;br /&gt;
&lt;br /&gt;
The office hours are held on Tuesdays at 19:00 UTC.  This corresponds to:&lt;br /&gt;
* 11:00 - San Francisco (U.S.A. - California)&lt;br /&gt;
* 14:00 - New York (U.S.A. - New York)&lt;br /&gt;
* 19:00 - Oslo (Norway)&lt;br /&gt;
* 20:00 - Italy&lt;br /&gt;
* 02:00 Wed - Perth (Australia)  (sorry adam)&lt;br /&gt;
&lt;br /&gt;
The office hours will take place at the sim &amp;quot;Wright Plaza&amp;quot; on osgrid, which was called &amp;quot;Sang&amp;quot; until last Friday. &lt;br /&gt;
&lt;br /&gt;
To get to this sim, make sure you have created an account with the normal first, last and password and set the home location to &amp;quot;Wright Plaza&amp;quot;. This is done at http://www.osgrid.org.&lt;br /&gt;
&lt;br /&gt;
Then startup the client with a -loginuri of &amp;quot;-loginuri http://osgrid.org:8002&amp;quot; and you should arrive on &amp;quot;Wright Plaza&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Previous Agenda Items ===&lt;br /&gt;
&lt;br /&gt;
Cfk would like to suggest that we give some thought to the following bugs.&lt;br /&gt;
#) Remoting exceptions with adjacent non-running sims.&lt;br /&gt;
#) Prim unlinking.&lt;br /&gt;
#) Enabling the script editor from the edit prim dialog box.&lt;br /&gt;
#) jpeg/ode dll and glibc-2.4 exceptions and stability.&lt;br /&gt;
#) GridServer.exe locks up in r2090 and works fine in r2060 on OSGrid.&lt;br /&gt;
#) Enabling avatar 'sit' on a prim.&lt;br /&gt;
#) More progress on avatar customization consistency. (Avatar changes when crossing region boundaries).&lt;br /&gt;
&lt;br /&gt;
== Logs ==&lt;br /&gt;
&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-09]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-16]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-23]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-30]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-06]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-13]]&lt;br /&gt;
* Chat log from the meeting on 2007-11-20 (missing)&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-27]]&lt;br /&gt;
* Chat log from the meeting on 2007-12-4 (meeting cancelled)&lt;br /&gt;
* [[Chat log from the meeting on 2007-12-11]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-12-18]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Main_Page"/>
				<updated>2007-12-15T17:08:03Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:opensim_avatar.png|right]]&lt;br /&gt;
&lt;br /&gt;
OpenSim is a BSD Licensed Open Source project to develop a functioning virtual worlds server platform capable of supporting multiple clients and servers in a heterogeneous grid structure.  OpenSim is written in [http://www.ecma-international.org/publications/standards/Ecma-334.htm C#], and can run under [http://www.mono-project.com/Main_Page Mono] or the [http://www.microsoft.com/net/ Microsoft .NET] runtimes.&lt;br /&gt;
&lt;br /&gt;
== Latest News ==&lt;br /&gt;
&lt;br /&gt;
=== OpenSim 0.4 Released! ===&lt;br /&gt;
&lt;br /&gt;
The OpenSim team is happy to announce the first alpha release of OpenSim, version 0.4.5.  This release focuses on stand-alone mode (with one or more regions).  Some stuff works, a lot doesn't.  If it breaks, you get to keep '''both''' pieces.&lt;br /&gt;
&lt;br /&gt;
Stuff that works:&lt;br /&gt;
* standalone mode with one or more regions&lt;br /&gt;
* basic physics (no object collisions)&lt;br /&gt;
* persistence of users, prims, assets, and inventory via [http://www.sqlite.org/ sqlite]&lt;br /&gt;
* basic building, custom-texture uploads&lt;br /&gt;
* avatar editing&lt;br /&gt;
* See [[OpenSim: Testing]]&lt;br /&gt;
&lt;br /&gt;
More advanced physics, in-world scripting, grid mode, and support for other database backends are not supported in this release, though they may work from time-to-time before crashing with an earth-shattering kaboom!  All of these are under active development, and are being worked on for the 0.5.0 release.&lt;br /&gt;
&lt;br /&gt;
Source distributions in both .tar.gz and .zip can be found at the [http://dist.opensimulator.org/ OpenSim Downloads site].&lt;br /&gt;
&lt;br /&gt;
== Getting Started with OpenSim ==&lt;br /&gt;
* [[OpenSim: Download]] &amp;amp;mdash; Download a copy of OpenSim.&lt;br /&gt;
* [[OpenSim: Install]] &amp;amp;mdash; How to install the simulator software.&lt;br /&gt;
* [[OpenSim: Configuration]] &amp;amp;mdash; How to configure the simulator for various modes.&lt;br /&gt;
* [[OpenSim: Network settings]] &amp;amp;mdash; How to setup the network for the simulator.&lt;br /&gt;
* [[OpenSim: Maintenance]] &amp;amp;mdash; How to upgrade and backup your installation.&lt;br /&gt;
* [[OpenSim: Running]] &amp;amp;mdash; How to run standalone, local grid &amp;amp; public grid modes, and server side commands.&lt;br /&gt;
* [[OpenSim: Connecting]] &amp;amp;mdash; How to connect to an OpenSim server.&lt;br /&gt;
* [[Troubleshooting]] &amp;amp;mdash; How to trouble shoot your OpenSim installation.&lt;br /&gt;
* [[FAQ]] &amp;amp;mdash; Frequently asked questions.&lt;br /&gt;
* Quick Reference [[OpenSim: Testing]] &amp;amp;mdash; A quick reference of current tested features.&lt;br /&gt;
* [[Office Hours]] &amp;amp;mdash; Weekly Office Hours Meeting.&lt;br /&gt;
&lt;br /&gt;
== OpenSim Development ==&lt;br /&gt;
&lt;br /&gt;
The [[Development Team|OpenSim Team]] is currently working towards the 0.5 release of OpenSim.  See the [[Roadmap]] for details.&lt;br /&gt;
&lt;br /&gt;
Top 10 bugs we are working on [[Top 10 Bugs]] are a dynamic list of those bugs that affect forward progress.&lt;br /&gt;
&lt;br /&gt;
'''Recent Changes'''&lt;br /&gt;
&amp;lt;rss&amp;gt;http://cia.vc/stats/project/opensim/.rss|max=5|title=none&amp;lt;/rss&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Handy Documentation'''&lt;br /&gt;
* [[OpenSim: Testing]] &amp;amp;mdash; What is tested.&lt;br /&gt;
* [[OpenSim: TechRef]] &amp;amp;mdash; A technical description of the simulator operation.&lt;br /&gt;
* [[OpenSim: Grids]] &amp;amp;mdash; Known Public grids currently available.&lt;br /&gt;
* [[Opensim: 0.4 Release Target Discussion]]&lt;br /&gt;
* [[Opensim: 0.5 Release Target Discussion]]&lt;br /&gt;
* [[OpenSim: Class Diagrams]]&lt;br /&gt;
* [[OpenSim: Scripting]] &amp;amp;mdash; How to use scripts and what limitations apply.&lt;br /&gt;
* [[PhysicsEngines]]   &amp;amp;mdash; Options for physics engines in OpenSim.&lt;br /&gt;
* [[MonoSqlite]] &amp;amp;mdash; How the database model currently works.&lt;br /&gt;
* [[Monodevelop]] &amp;amp;mdash; How to use the [[monodevelop]] IDE for editing C# solutions.&lt;br /&gt;
* [[llFunction implementation status]] &amp;amp;mdash; What LSL commands has been implemented.&lt;br /&gt;
* [[OpenSim.Region.ScriptEngine]] &amp;amp;mdash; How the ScriptEngine looks internally.&lt;br /&gt;
* [[RegionModules]] &amp;amp;mdash; The various modules that are used in the RegionServer and how to write new ones.&lt;br /&gt;
* [[OpenSim: Screenshots]] &amp;amp;mdash; Various OpenSim screenshots.&lt;br /&gt;
* [[OpenSim: Threading strategy]] &amp;amp;mdash; How threading is implemented and handled.&lt;br /&gt;
* [[Special Building]] &amp;amp;mdash; Special building instructions.&lt;br /&gt;
&lt;br /&gt;
== Participating in the OpenSim Community ==&lt;br /&gt;
&lt;br /&gt;
OpenSim is an [http://en.wikipedia.org/wiki/Open_source open source] project. This means that it is developed by anyone who wants to participate. This could be you!  We welcome testers and developers alike.  Please see the [[Contributions Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
If you ''need help'' or ''want to help'' the best way to get in touch is [[IRC]] (chat network). There is a lot of activity there every day.&lt;br /&gt;
&lt;br /&gt;
=== Getting online ===&lt;br /&gt;
There are at least two public grids and several standalone arrays running 24/7. For the casual user as well as those who want to run their own public regions, there is a list of available sims at [[OpenSim: Grids]].&lt;br /&gt;
&lt;br /&gt;
Also, the OpenSim developers hold [[office hours]] once a week in-world.&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
IRC on FreeNode, channel #OpenSim. Download an IRC client like [http://www.xchat.org/ X-Chat] (or [http://www.silverex.org/ here] for Windows) and go to FreeNode (server irc.freenode.net), channel #OpenSim. &lt;br /&gt;
If you have Firefox, you can also use the [https://addons.mozilla.org/firefox/addon/16 Chatzilla] IRC client (In the menu, Tools &amp;gt; Chatzilla). &lt;br /&gt;
If you already have an IRC client installed you can just follow [irc://irc.freenode.net/OpenSim this link].&lt;br /&gt;
&lt;br /&gt;
*Server: irc.freenode.net&lt;br /&gt;
*Channel: #opensim&lt;br /&gt;
&lt;br /&gt;
=== Mailing lists ===&lt;br /&gt;
* [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] - a user support forum for OpenSim&lt;br /&gt;
* [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] - development discussion of OpenSim&lt;br /&gt;
* [https://lists.berlios.de/mailman/listinfo/opensim-commits opensim-commits] - an email list for svn commits&lt;br /&gt;
&lt;br /&gt;
=== Source Code ===&lt;br /&gt;
You can browse the source code for opensim at [http://opensimulator.org/cgi-bin/viewcvs.cgi OpenSim SVN browser]&lt;br /&gt;
&lt;br /&gt;
'''Anonymous Checkout'''&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-12-11</id>
		<title>Chat log from the meeting on 2007-12-11</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-12-11"/>
				<updated>2007-12-12T06:37:56Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[10:57]  Charles Krinkeb: Morning&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:57]  Teravus Ousley: Good morning :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:58]  Charles Krinkeb: Maybe we should head out into the &amp;quot;Texture Garden&amp;quot; for this meeting?&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:58]  Charles Krinkeb: Oops&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:58]  Teravus Ousley: heh, we've had some modifications :S&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Charles Krinkeb: Its evolving. You should see the building, forest, lake and stream on the other side of the main building.&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Nebadon Izumi: i still dont see any textures here&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Teravus Ousley: I saw that.&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Nebadon Izumi: everything is grey&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Teravus Ousley: and the impromptu mountain :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[10:59]  Teravus Ousley: .&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Charles Krinkeb: It will evolve as it evolves. We need to stress the sim software a bit&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Charles Krinkeb: Sorry, you see gray, Nebadon.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Teravus Ousley: I'm seeing full textures, full everything, nebadon :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Nebadon Izumi: i havent seen textures here in quite some time&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Nebadon Izumi: not sure why&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Teravus Ousley: lol, the good *and* the bad :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Nebadon Izumi: like 2 weeks&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Nebadon Izumi: 3 weeks i mean&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Nebadon Izumi: last 3 meetings&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:00]  Justin Clark-Casey: mw is working on texture download, isn't he?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Nebadon Izumi: yea i saw that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Charles Krinkeb: I cleared the cache in my client. Things were gray for a while and now most have filled in.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Teravus Ousley: yeh, mw is working on texture downloads&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Nebadon Izumi: let me relog&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Nebadon Izumi: see if it fixes it&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Charles Krinkeb: I would suggest a minimum of relog for the next hour&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Teravus Ousley: I've got quite a store of textures from my work over at the Wyrm Isles.. :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Justin Clark-Casey: charles, what physics are we on today?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:01]  Justin Clark-Casey: ode?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:02]  Charles Krinkeb: I have noticed that more then one avatar logging in at the same time appears to be a problem.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:02]  Teravus Ousley: ODE&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:02]  Nebadon Izumi: nope&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:02]  Nebadon Izumi: still grey&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:02]  Justin Clark-Casey: charles: I take it that problems is mantis'd ?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:03]  Charles Krinkeb: You would have to ask those who see gray textures.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:03]  Justin Clark-Casey: I mean, the login problem&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:03]  Nebadon Izumi: thats what i see&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:03]  Charles Krinkeb: Its anecdotal&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:03]  Justin Clark-Casey: might be some kind of locking issue - you won't see that consistently...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:04]  Justin Clark-Casey: although I guess all that should be read only...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:04]  Justin Clark-Casey: charles, it will probably always be anecdotal :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:04]  Charles Krinkeb: There are writes to the assets table when an avatar logs in.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:04]  Justin Clark-Casey: I would guess that wouldn't be enough to kill login&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:04]  Chillken Proto: i see textures on some of the hedges, but not other hedges...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Charles Krinkeb: All I can say is that several logging in at once appear to fail all.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Charles Krinkeb: or perhaps most&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Justin Clark-Casey: we need logging in stress testing :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Justin Clark-Casey: I presume no useful exception info comes out of the failure?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Charles Krinkeb: We are doing the stress testing right now&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:05]  Neas Bade: I can see lots of people, though a few tings aren't textured&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Nebadon Izumi: yea same here Neas&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Nebadon Izumi: i just took this screenshot of what i see&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Nebadon Izumi: i see maybe 3 textures on the entire sim&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Neas Bade: I see a few more than that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Justin Clark-Casey: I see quit a few more too&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  Justin Clark-Casey: after some time of not seeing much at all&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:06]  More Wright: yeah I'm seing some things textured and somethings not&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:07]  Neas Bade: ah, we're pre the animation fixes&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:07]  Nebadon Izumi: grid mode cant go past 2644&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:07]  Nebadon Izumi: without it breaking&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:07]  Neas Bade: gotcha&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:07]  More Wright: what revision is this region on? and what are the various grid servers on?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Charles Krinkeb: r2628 for UGAI and the plazas&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  More Wright: but hey at least everyone is wearing clothes, not a single grey avatar in sight&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Nebadon Izumi: yea&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Neas Bade: :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Nebadon Izumi: i do see people normally&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Nebadon Izumi: just not prims&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:08]  Charles Krinkeb: How shall we proceed, Neas?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:09]  Neas Bade: man, looking at me for fearless leadership isn't? ;)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:09]  Charles Krinkeb: Maybe the first of business is &amp;quot;who conducts this meeting each week?&amp;quot;. I cannot.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:10]  More Wright: well I did some work on textures in about 2641, so once we are upto that, we can see what problems are left&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:10]  Neas Bade: I'd personally like to hear how the grid texture wars are going, if MW and Tervus want to educate us&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:10]  Neas Bade: ok&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:10]  Charles Krinkeb: Mw, Teravus, you have the floors, gray and all.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:10]  Neas Bade: has anyone had the ability to run the mysql inventory autocreate stuff again since it went in?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:11]  Neas Bade: I'd like to know if that fixed things for folks&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:11]  Teravus Ousley: hmm.. I think there's a race condition with the neighbors list that's causing weird stuff.. doing locking now to check.. if I get better results, I'll commit&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:11]  More Wright: as said to be able to get a decent idea of what works and what doesn't with textures we need osgrid to be running at least 2641, in my private tests, most of the time textures work, although there are still some problems&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:11]  Neas Bade: Teravus, I definitely seem to be getting a race on standalone startup with regions&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:12]  Charles Krinkeb: The last update was 48 hours ago. Generally, updates to the grid occur each weekend. Is that insufficient?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:12]  Neas Bade: if I log in too soon, I only see 3 of 4 regions, and the 4th one never comes back&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:12]  Neas Bade: fwiw, textures appear to be slowly trickling in still&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:13]  Nebadon Izumi: if you do update today charles do not go past 2643&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:13]  tehMihgty Twitch: I still see myself and charles both as grey except for hair&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:13]  Nebadon Izumi: interesting i still havent seen a single texture load except for the avatar ones&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:13]  Charles Krinkeb: Does the group wish OSGrid updated to the latest more frequently? I thought this was becoming a problem and backed off to a slower update pace.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:13]  Neas Bade: I think whatever you feel comfortable with cfk&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:14]  tehMihgty Twitch: probably, even as well as things are working, it will depend on the criticality of the updatefor some time yet to come&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:14]  Charles Krinkeb: I just dont want to push the developers too hard with updates.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:14]  Neas Bade: my one hackery at the moment is all in clientview, as I think we're getting a lot of dead threads hanging out due to the different ways that clients end up disconnecting&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:15]  tehMihgty Twitch nods&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:15]  Neas Bade: I'm going to try to consolidate down the exit paths so cleanup of clientviews is more consistant&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:15]  More Wright: cfk, yeah don't worry about updating osgrid too often, as you said we all agreed that backing off and doing it slower was best&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:15]  Teravus Ousley: I'm using Close() now in RestartNow()&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:16]  Neas Bade: Teravus, ok, I'll consider Close() to be our standard function there&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:16]  tehMihgty Twitch: btw, rebaking textures got my clothes and skin to show up, but not Charles'&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:16]  Neas Bade: what is the rebake command again?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:16]  tehMihgty Twitch: ctrl+alt+r&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:17]  Teravus Ousley: :D.. someone keeps *modifying* :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:17]  tehMihgty Twitch: LoL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:17]  tehMihgty Twitch: I swear, all I did was replace the hippo inside I thought was out of place and deleted&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:18]  tehMihgty Twitch: Nebadon, when you finish that one.....LoL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:18]  Charles Krinkeb: Am I correct in assuming that cleaning up for a 0.5 release by the end of the year is our main goal?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:19]  More Wright: Justin, I haven't had time to read all your email yet, but from the bit I did read, I'm not sure storing iventory of prims that are &amp;quot;in-world&amp;quot; in asset format is the right thing to be doing&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:19]  Charles Krinkeb: Lets stop editing the place until the meeting is over, please.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:19]  Neas Bade: I'd like to see a 0.5 for the new year&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:19]  Neas Bade: at least something to push for&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:19]  More Wright: Prims in world are stored in a SQL database, so I think most likely adding a extra table to that for inventory&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:20]  Neas Bade: yes, I did a quick reply, but I'm of the same mind as MW here&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:20]  Justin Clark-Casey: I was going down that route initially but it started to get a little complicated&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:20]  Charles Krinkeb: Add table definitions for future use seems like a good idea to me.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:20]  Justin Clark-Casey: It seemed that storing inventories as assets could be a neat way of circumventing that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:20]  Neas Bade: yeh, it probably will get a bit complicated, but I think it's worth the initial overhead to get it figured out that way :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: if we just binary blob it, our initial mapping is easier, but doing stuff with the data down the road is harder&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:21]  Teravus Ousley: oops.. see one ANPC&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:21]  Teravus Ousley: .. err .. not anymore :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:21]  Justin Clark-Casey: hmmm&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:22]  Justin Clark-Casey: It would be nice if we have an idea what the applications requiring indexed inventory data would be down the road&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:22]  Justin Clark-Casey: It does mean shuffling about much more information with the attendent logic...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:22]  Teravus Ousley: yeah, that would speed db perf&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:23]  outcast Opus: this is quite cool, I am using ajaxlife&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:23]  tehMihgty Twitch: I think I tried that once on SL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:23]  Justin Clark-Casey: what do you think about the idea of storing asset ids and dereferencing them later?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:23]  tehMihgty Twitch: but it was a bit slow&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:24]  outcast Opus: yea&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:24]  Justin Clark-Casey: I guess you'd only like that if you bought the serialization idea in the first place :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:24]  Justin Clark-Casey: I'll put a reply to Sean on the mailing list - I did originally go down the path of separate tables so perhaps I'll resurrect that text&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:24]  More Wright: hmm bandwith seems high, constantly at around the 400kbps&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:25]  outcast Opus: but it goes to show you the potiental of how SL/Open Sim interaction with the real world&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:25]  Charles Krinkeb: 54% CPU, 617MByte RAM on this region at the moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  Charles Krinkeb: looks like 11 avatars.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  Nebadon Izumi: thats really high&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  Charles Krinkeb: 12 avatars now&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  Nebadon Izumi: for 11 avatars just standing around chatting&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  Teravus Ousley decides to fix the region issues and then work on sim stats.. (hates not being able to monitor the simstats)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:26]  outcast Opus: hehe&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Nebadon Izumi: wasnt adam working on sim stats&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Nebadon Izumi: you should talk to him before doing to much work&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Justin Clark-Casey: so regarding 0.5, is there agreement on the criteria?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Charles Krinkeb: Yeah. Pick a day and whatever is in svn that day is it.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Teravus Ousley: he's doing the underlying requirements in each module..&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  More Wright: Justin, yeah everything needs more work :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:27]  Justin Clark-Casey: heh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:28]  Charles Krinkeb: Work interrupt, must go, sorry.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:28]  Justin Clark-Casey: presumably work would be slowed on new stuff until 0.5 is done?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:28]  Justin Clark-Casey: n00b question&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:28]  tehMihgty Twitch: tk Charles&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:28]  outcast Opus: I look at this thing I think i am going to have to write a SL/Open Sim plugin for GAIM&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:29]  Teravus Ousley: ok. Yeh.. I think I'm going to hold off on the 'draw distance based sim notification' until .5 is out.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:29]  More Wright: yeah I think getting what we have now but actually so it works is the general idea, but doesn't mean you can't work on new things like prim inventory&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:29]  Teravus Ousley: I've got a lot of structure in place for it. however, I have a feeling it's going to take a week to debug out once it's in place.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:30]  Justin Clark-Casey: what are the most unworking things right now?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:30]  tehMihgty Twitch: depends on who you ask&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:30]  tehMihgty Twitch: for me, the two biggies are inventory and scripts&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:30]  tehMihgty Twitch: neither seem to work at all for me&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  Teravus Ousley: I'm working on the region comms right now. Working out a race condition there.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  More Wright: Textures (although we aren't sure of the state of them with latest revisions), inventory and asset downloading (on non textured assets we seem to have problems with larger assets)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  Justin Clark-Casey: I saw chi11ken just put ina fix for the inventory server&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  outcast Opus: talk you guys later&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  Justin Clark-Casey: anything I can help out with?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:31]  tehMihgty Twitch: tc Outcast&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:33]  More Wright: Justin, as you have said you are interested in inventory, then I think anything you can do there is great. even if its just refactoring so that the code is cleaner and easier to fix later&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:33]  Charles Krinkeb: I have a few more minutes to listen&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:33]  Justin Clark-Casey: okay, I've also been seeing babblefrog did a lot of inventory functionality recently&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:33]  Justin Clark-Casey: I've seen folder creation and item moving working in standalone, though I don't know about grid&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:34]  Justin Clark-Casey: More: yeah, I'll address inventory issues unless other peple get to them first :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:34]  tehMihgty Twitch: most likely I have not been able to really test the inventory issue as I havent been on a sim that has a recent svn&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:35]  tehMihgty Twitch: I've rebuilt the OS on this box just this morning, hope to check out the code again after the meeting&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:35]  More Wright: if you want to work on something other than inventory then the problem with asset sending to clients is quite a high priority (see mantis issue 163), basically on larger assets it seems we don't break them up into packets correctly, this is also a problem that stops us having custom animations enabled&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:35]  Charles Krinkeb: Yang and the moons are updated every day to the latest svn. The plazas and the UGAI are updated once a week.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  tehMihgty Twitch: have the moons been updated today Charles/&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  tehMihgty Twitch: ?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  Justin Clark-Casey: oh yeah, 163 looks nasty&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  Charles Krinkeb: not yet&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  tehMihgty Twitch: kk&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  tehMihgty Twitch: I will run my tests agains a standalone server before registering any more issues with the group&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:36]  tehMihgty Twitch: keeping my build fresh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Chillken Proto: i've been working a bit on saving wearables between logins, and hopefully can get that working soon&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Justin Clark-Casey: I'm curious about the irc/im feature sdague mentioned&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Chillken Proto: but that shouldn't change the inventory DB...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: nice&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Neas Bade: sorry, got pulled into a call&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: I have a feeling the IRC servers dont like how we are talking to them&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: i noticed that after about a day on any certain server&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: it no longer works anymore&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: like they are temp banning us or something&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Neas Bade: no, that's not the case&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Neas Bade: it's name collision&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Neas Bade: the IRC protocol is very silly&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Teravus Ousley: &amp;lt;3 Name collision&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: yea it seems like i after about 24 hours the IRC server you select no longer acccepts your connections&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: for a few days&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  More Wright: does IM work again? didn't someone mention that it had stopped working the other day&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  Justin Clark-Casey: oh, this is im in world, not to outside world?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  Nebadon Izumi: hehe it works&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  Justin Clark-Casey: on sean's list&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  More Wright: okay works&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  tehMihgty Twitch: works here too&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:39]  More Wright: yeah Im is in world&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Nebadon Izumi: Yea IRC is a differnt story though&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Justin Clark-Casey: neas: what do you mean by name collision?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Nebadon Izumi: it works for a bit then stops working until you change servers&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Neas Bade: for irc, the bots are name colliding&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Teravus Ousley: where did Mr. OpenSim go?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Justin Clark-Casey: when the server is restarted?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  More Wright: okay everyone can stop IM'ing me now , it works! (I think every single person here Im'ed me)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Nebadon Izumi: ROFL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Neas Bade: :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  tehMihgty Twitch: LoL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:40]  Charles Krinkeb: except me&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  Teravus Ousley: he *was* on my friends list :P.. must have defriended me :(&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  More Wright: yeah well thats because you don't like me Charles ;)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  Charles Krinkeb: Yang and the 'moons' are now updated to r2657 which is the latest and they are up and running.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  tehMihgty Twitch: awesome Charles&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  tehMihgty Twitch: Thanks&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:41]  Justin Clark-Casey: neas: when do bot names collide?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  Nebadon Izumi: your probably going to have problems Charles&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  Nebadon Izumi: you will log in and only see 1 region&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  Neas Bade: on the IRC /join command&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  Charles Krinkeb: I already have problems&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  tehMihgty Twitch consoles Charles&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:42]  Justin Clark-Casey: they collide on server restart?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Justin Clark-Casey: tell me to go away and study irc if these are dense questions&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: the collide because a lot of OpenSim people enable IRC&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Nebadon Izumi: is there anyway we can fix that?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Justin Clark-Casey: and their sims all post to the same channel?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  tehMihgty Twitch: ahhhh, yes. Probably need a configuration point there for botname&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Teravus Ousley: change the nickname?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: it doesn't matter it per server&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: it is configurable&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Nebadon Izumi: yea i always change my bot name&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:43]  Nebadon Izumi: and it still stops working&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  tehMihgty Twitch: Probably should tak that up in the doc/wiki&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  tehMihgty Twitch: gah&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  tehMihgty Twitch: Heh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Justin Clark-Casey: neas: so an opensim bot name should automatically contain some random element to stop collisioins?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Teravus Ousley: :/ editing the prim again :/&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Neas Bade: yeh, probably&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  More Wright: I didn't touch anything (looks inocent(&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Nebadon Izumi: lol yea i did that earlier on accident&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:44]  Nebadon Izumi: thats another problem we have&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Nebadon Izumi: if you click and drag a prim&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Nebadon Izumi: it moves&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Nebadon Izumi: that should not be happening&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Justin Clark-Casey: oh yeah...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Neas Bade: plus some better error handling&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Stefan Andersson: Hmm... we don't honour 'locked'?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Teravus Ousley: arg&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Teravus Ousley stops bothering trying to *fix* it&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:45]  Justin Clark-Casey: fun though :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Neas Bade: :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Charles Krinkeb: ROFL&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Neas Bade: yeh honoring locked would be cool&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Neas Bade: sorry, back to full attention now&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:46]  Neas Bade: the IRC module is very hackish, and doesn't bother really handling faults&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Justin Clark-Casey: oh god this is great, a completely deformable environment&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Neas Bade: it should be written to actualy listen for server responses and do things if connect fails, but right now it just sends stuff, and doesn't bother to listen for any server messages for fails&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Nebadon Izumi: rofl&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Charles Krinkeb: stop that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Nebadon Izumi: its coming right for us&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Neas Bade: heh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Neas Bade: heheheheh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:47]  Charles Krinkeb: bunch of griefers&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Teravus Ousley: he&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Neas Bade: anyway&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  More Wright: so who gets to sit on a prim today while we all kick them around?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Neas Bade: supporting locked would be nice if anyone has time for that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Neas Bade: would help keep from accidental moves&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Teravus Ousley: locked is trickier then you think, Neas&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Neas Bade: yeh, I assumed it probably ways&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Teravus Ousley: :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:48]  Neas Bade: was&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:49]  Neas Bade: doesn't mean I don't want a poney&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:49]  Teravus Ousley: It gets captured by the permissions routine.. right now&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:49]  Teravus Ousley: .. doesn't get applied though.. because it doesn't actually *do* anything.. because the ObjectFlags permissions needs some sort of voodoo math to get it to work.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:49]  tehMihgty Twitch: wouldnt it depend heavily on the underlying storage mechanism to fetch the attributes of the prim (the same one currently being developed)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:49]  Justin Clark-Casey: is this that hardcoded number?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: object flags are stored in the db&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Justin Clark-Casey: max signed 32bit?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: yeh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Teravus Ousley: we're moving away from the hardcoded number&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: it's a bit vector&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Teravus Ousley: .. :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Teravus Ousley: It's bad&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: it's not that bad&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: why is a bit vector bad here?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Justin Clark-Casey: yeah - is there a general place to put hardcoded numbers?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Teravus Ousley: It's got values in there that cause problems when mixing with actual values&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Justin Clark-Casey: I guess that should vary module to module&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: oh, the hard coded numbers are badd&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:51]  Charles Krinkeb: Where is my wiffle bat?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:51]  Teravus Ousley: well, just don't commit any changes to permissions now.. and you won't have to revert them shortly lafter :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  More Wright: who stole the path?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Justin Clark-Casey: errr&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Charles Krinkeb: Just change it to &amp;quot;0xFFFFFFFF&amp;quot; and everyone will know what it means.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  tehMihgty Twitch: not I&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Justin Clark-Casey: why does take copy not take a copy?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Teravus Ousley: justin &amp;lt;-------&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Justin Clark-Casey: sorry&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:52]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Justin Clark-Casey: nowhere else are meetings disrupted by people nicking the very path you're standing on...&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  More Wright: hehe&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  tehMihgty Twitch: isn't it great? *winks*&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Neas Bade: heh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Charles Krinkeb: Is it the &amp;quot;Wright&amp;quot; path or the &amp;quot;Wrong&amp;quot; path?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Justin Clark-Casey: groan&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Teravus Ousley: the 'no path'&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  tehMihgty Twitch: LoL, Charles..&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:53]  Neas Bade: sigh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: ok, before we run out of time, I'd like to bring up 0.5 again.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: I'm hoping people saw my email to the opensim-dev list&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:54]  Charles Krinkeb: And is the &amp;quot;Wright&amp;quot; path &amp;quot;Prior&amp;quot; to the &amp;quot;Wrong&amp;quot; path or not?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: I'd love to get people piling onto that email with thoughts on the release, and realistic short term goals to get in place&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:54]  Charles Krinkeb: Yes, 0.5. Lets go, go, go.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:55]  tehMihgty Twitch: note to self: get on the lists&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:55]  Charles Krinkeb: Just pick a day and label it 0.5. Whats the problem?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:55]  Stefan Andersson: Well, I don't know how 0.5 it would be, but shouldn't we all be thinking about avatar appearance, wearables and... attachments?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:55]  More Wright: yeah I think short terms goals should be mainly to get what we already have working more stable&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:55]  Stefan Andersson: yeah, definitively&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Stefan Andersson: +appearance, wearables and... attachments?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  tehMihgty Twitch: Stefan, you would be my other hero&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Charles Krinkeb: Should we de-emphasize script testing and concentrate more on inventory over the next two weeks or leave it as it is?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Neas Bade: attachments seems a bit off, no?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Charles Krinkeb: --attachments for a while.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Neas Bade: appearance is a good question&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  tehMihgty Twitch: I think that the inv and the script probs I'm having are related, but it is a hunch at present&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Stefan Andersson: Actually, yes. I would say attachments would be THE thing for 0.6&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  More Wright: well think attachments are longer term, but appearance, if you mean persisting then yes, Chillken said he's been working on that&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:56]  Charles Krinkeb: appearance is also a problem as it doesnt edit very well.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Neas Bade: I know it came up over the weekend, the idea to add 13 columns to the user table for the 13 wearables&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Charles Krinkeb: fine with me&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Neas Bade: chillken still here?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Teravus Ousley: fine with me also Neas&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Stefan Andersson: Yeah, well, that's what I mean with appearances; finalizing them. So they work. All of it.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Chillken Proto: the way i have it right now is adding a new table for wearables, so we're not limited to 13&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  More Wright: well appearance should work , not sure what isn't working&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Stefan Andersson: So we can finally meet up as something other than 6 shades of ruth.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  tehMihgty Twitch: Stefan: even without attachements, you would still be my other hero&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:57]  Charles Krinkeb: Shall I stop beating the scripting drum on #opensim and beat the appearance drum instead?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Chillken Proto: and it doesn't break existing user tables, fwiw&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: any idea how close that is?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  More Wright: I see no grey avatars&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: Chillken, ok, that's cool&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Teravus Ousley: same, no grey avatar and no ANPC&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: hmmm... out of order messages, that's new&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Stefan Andersson: No, Charles, actually, I think scripting works very well as a 'line' thing as opposed to 'project' things.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Chillken Proto: i hope i can get it in in the next week or two....&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:58]  Charles Krinkeb: Is my thrust on the #opensim channel Ok with the core developers who are here?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Charles Krinkeb: Is my thrust on the #opensim channel Ok with the core developers who are here?&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Stefan Andersson: /kick Charles Krinkeb 1000 Excessive flood.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Neas Bade: :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Stefan Andersson: agh&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Charles Krinkeb: no way&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Neas Bade: cfk I think you've been doing a great job with #opensim&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Stefan Andersson: Yeah&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Neas Bade: keeping people focused&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  Charles Krinkeb: I typed that only once.&amp;lt;br /&amp;gt;&lt;br /&gt;
[11:59]  tehMihgty Twitch: cfk is my main hero right now :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:00]  Neas Bade: yeh, chat is acting up a bit&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:00]  Neas Bade: I actually got messages out of order&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:00]  Charles Krinkeb: What guidance could the core-developers give us for the next week in closing this meeting?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:00]  More Wright: will someone drop the hippo on Teravus to see if that will stop him jumping up and down&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Charles Krinkeb: ROFL&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Stefan Andersson: ...&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Stefan Andersson: Ohhhkay&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: good thing i linked that after i fixed it&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  tehMihgty Twitch: I think I will relog to deimos and see how inv treats me there&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Stefan Andersson: by the way, another neat-o thing we still have left, is to have physics on all physical parts, not just the root part&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:01]  Stefan Andersson: anybody here knows how difficult that would be?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Charles Krinkeb: That was worth all the frustration of the last week just to see the hippo move like that.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Stefan Andersson: Creating a physics composite form?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Neas Bade: teravus is the person to ask about that&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Neas Bade: I think it's harder than you think&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Justin Clark-Casey: you should keep the environment like this charles :)&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Justin Clark-Casey: good for closet griefers like me&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Teravus Ousley: yeh.. the physics engine doesn't know enough info currently to do that, lbsa&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Charles Krinkeb: I may, just to spite you guys.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Neas Bade: would it work for non physical objects?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Stefan Andersson: Hmm.. what's missing?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:02]  Teravus Ousley: heirarchy&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  More Wright: if we were using PhysX it actually wouldn't be hard as that supports multiply shapes attached to one physics entity, but don't think its that simple with ODE&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Stefan Andersson: Well, I'm actually just thinking of doing a composite physical form.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Teravus Ousley: it's that simple with ODE :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Teravus Ousley: we just don't know about any prim 2 prim relationships&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Stefan Andersson: well then...?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Teravus Ousley: I'd suggest leaving that to .6&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:03]  Stefan Andersson: No, but, just make one PhysActor with the form of all prims?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: So, attachments + composite forms = 0.6&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: Yay.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: So, if 0.5 is january, 0.6 should be... february?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: &amp;lt;3&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Teravus Ousley: can't do that lbsa.. if we're ever going to do anything but bounding boxes&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: I love you guys. You are the best.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Stefan Andersson: Bounding Boxes is fine with me.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Teravus Ousley: (can't make a single physactor)&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: if by Februaru 2009 you mean then yes&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: lol&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:05]  Stefan Andersson: I would be ++++ if I could make a shoe-box.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:05]  More Wright: yeah well thats what I meant PhysX supports, multiple phyics shapes attached to a single &amp;quot;physics actor&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:05]  Charles Krinkeb: Cant you just do that with a couple of prims, lbsa?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:05]  Stefan Andersson: Yes, but they wouldn't be linked.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:05]  Stefan Andersson: :(&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  Teravus Ousley: You can add multiple shapes to a rigid body.. my point, however.. is that there is no information about prim2prim relationships.. if you wanted to do it that way.. it would have to be done from the scene.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  Charles Krinkeb: I hope you guys check out the building and stream that &amp;quot;Shenlei&amp;quot; made on the other side of the Corporate Plaza building before leaving.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  More Wright: ahh&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  Stefan Andersson: So, the problem with ODE is that the physical objects can't intersect, yes?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  More Wright: aren't we passing SceneObjectGroup to physics engine?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:06]  Teravus Ousley: X.X&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:07]  Teravus Ousley: no, the problem isn't that the objects can't intersect :P&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:07]  Teravus Ousley: .. it's that we don't know an objects relationship to another object :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:07]  Teravus Ousley: we don't know that they're linked :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:07]  Neas Bade: just because sceneobjectgroup isn't used?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:08]  Teravus Ousley: if we knew they were linked.. we could add all of the prim in the linked object to a single rigid body&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:08]  Neas Bade: ok, that seems like an issue of us sending down the wrong thing&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:08]  Stefan Andersson: .. yeah... so I guess we'd have to insert that into the Add( part ) bit?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:08]  Neas Bade: the relationships are all in SceneObjectGroup&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Teravus Ousley: yeah.. it'd be tough, I think to get it done right.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Teravus Ousley: that's why I'd say 06 :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Teravus Ousley: .6&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Neas Bade: yep, I think that's fair&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Stefan Andersson: Well, actually, it will be tough to get attachments right as well, and that's why I kind of bunch those issues togetehr.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:09]  Stefan Andersson: But nevermind, I agree it's 0.6&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:10]  Stefan Andersson: So, 0.5?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:10]  Stefan Andersson: Tag'em and Bag'em I say.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:10]  Teravus Ousley: :D note.. that the physics scene never actually knows any identifying info about the prims it's simulating&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:10]  Teravus Ousley: the sceneobjectpart and group.. manage that.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:10]  Stefan Andersson: Sounds good.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:11]  Teravus Ousley: unfortunately, I think it's going to have to know at least the UUID&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:12]  Teravus Ousley: .. to be able to generate MeanCollisionReport packets&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:12]  Neas Bade: that makes sense&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:12]  More Wright takes out his shot gun and tries to shot Stefan down&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:13]  Stefan Andersson: HAHAHA... you can't shoot me...&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:13]  Teravus Ousley: once again.. I think it's a .6 feature. Staring to mess with that will most definately introduce bugs that will need to be worked out by .6&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:13]  Neas Bade: yep, agreed&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:13]  Teravus Ousley: .&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:14]  Neas Bade: unrelated question, ClientManager is passed to ClientView, but not used anywhere&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:14]  Neas Bade: any thoughts on that?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:14]  Teravus Ousley: Client Manager manages 'all of the clients on the server'&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:15]  Neas Bade: right, but does ClientView actually need a back reference to it?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:15]  Teravus Ousley: (I think it's all of the clients on the instance)&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:15]  Stefan Andersson: I introduced the ClientMAnager in order to have one spot to clear up clients on disconnects&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:15]  More Wright: hmm what happened to the path with justin sitting on it? I moved it then it went flying off somewhere&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:15]  Teravus Ousley: I still see justin sitting on it here :D&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Justin Clark-Casey: And I stil see the path&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Charles Krinkeb: me, too&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: No, that back reference is there because I couldn't find out how to get rid of one certain instance of connection break&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: That might have been solved by now&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  More Wright: okay I must of not got a packet update&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: If there are no references to it, remove it.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: That might have been solved by now&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: simply&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: If there are no references to it, remove it.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Stefan Andersson: Echo&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:16]  Neas Bade: ok, I'll pull it out&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Justin Clark-Casey: oops&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Stefan Andersson: Come on, let's have a fly-fest, see how chaotic we can get it?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Teravus Ousley: Echo Test: You're an idiot!&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Stefan Andersson: And see if the sim handles it?&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Rika Price: Hey all, :) we all look like twins&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:17]  Neas Bade continues to hack on clientview&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:18]  Justin Clark-Casey goes to get something to eat&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:18]  Charles Krinkeb: I'll fix you guys and turn on physical for the next meeting.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:18]  Nebadon Izumi: weeeeeee&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:18]  Stefan Andersson: that was fun. :P&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:20]  Stefan Andersson: Hmm.&amp;lt;br /&amp;gt;&lt;br /&gt;
[12:20]  Stefan Andersson: Yeah, that thing with physical stuff falling thru the ground aint cool.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-12-11</id>
		<title>Chat log from the meeting on 2007-12-11</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-12-11"/>
				<updated>2007-12-12T06:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: New page: [10:57]  Charles Krinkeb: Morning [10:57]  Teravus Ousley: Good morning :D [10:58]  Charles Krinkeb: Maybe we should head out into the &amp;quot;Texture Garden&amp;quot; for this meeting? [10:58]  Charles K...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[10:57]  Charles Krinkeb: Morning&lt;br /&gt;
[10:57]  Teravus Ousley: Good morning :D&lt;br /&gt;
[10:58]  Charles Krinkeb: Maybe we should head out into the &amp;quot;Texture Garden&amp;quot; for this meeting?&lt;br /&gt;
[10:58]  Charles Krinkeb: Oops&lt;br /&gt;
[10:58]  Teravus Ousley: heh, we've had some modifications :S&lt;br /&gt;
[10:59]  Charles Krinkeb: Its evolving. You should see the building, forest, lake and stream on the other side of the main building.&lt;br /&gt;
[10:59]  Nebadon Izumi: i still dont see any textures here&lt;br /&gt;
[10:59]  Teravus Ousley: I saw that.&lt;br /&gt;
[10:59]  Nebadon Izumi: everything is grey&lt;br /&gt;
[10:59]  Teravus Ousley: and the impromptu mountain :D&lt;br /&gt;
[10:59]  Teravus Ousley: .&lt;br /&gt;
[11:00]  Charles Krinkeb: It will evolve as it evolves. We need to stress the sim software a bit&lt;br /&gt;
[11:00]  Charles Krinkeb: Sorry, you see gray, Nebadon.&lt;br /&gt;
[11:00]  Teravus Ousley: I'm seeing full textures, full everything, nebadon :D&lt;br /&gt;
[11:00]  Nebadon Izumi: i havent seen textures here in quite some time&lt;br /&gt;
[11:00]  Nebadon Izumi: not sure why&lt;br /&gt;
[11:00]  Teravus Ousley: lol, the good *and* the bad :D&lt;br /&gt;
[11:00]  Nebadon Izumi: like 2 weeks&lt;br /&gt;
[11:00]  Nebadon Izumi: 3 weeks i mean&lt;br /&gt;
[11:00]  Nebadon Izumi: last 3 meetings&lt;br /&gt;
[11:00]  Justin Clark-Casey: mw is working on texture download, isn't he?&lt;br /&gt;
[11:01]  Nebadon Izumi: yea i saw that&lt;br /&gt;
[11:01]  Charles Krinkeb: I cleared the cache in my client. Things were gray for a while and now most have filled in.&lt;br /&gt;
[11:01]  Teravus Ousley: yeh, mw is working on texture downloads&lt;br /&gt;
[11:01]  Nebadon Izumi: let me relog&lt;br /&gt;
[11:01]  Nebadon Izumi: see if it fixes it&lt;br /&gt;
[11:01]  Charles Krinkeb: I would suggest a minimum of relog for the next hour&lt;br /&gt;
[11:01]  Teravus Ousley: I've got quite a store of textures from my work over at the Wyrm Isles.. :D&lt;br /&gt;
[11:01]  Justin Clark-Casey: charles, what physics are we on today?&lt;br /&gt;
[11:01]  Justin Clark-Casey: ode?&lt;br /&gt;
[11:02]  Charles Krinkeb: I have noticed that more then one avatar logging in at the same time appears to be a problem.&lt;br /&gt;
[11:02]  Teravus Ousley: ODE&lt;br /&gt;
[11:02]  Nebadon Izumi: nope&lt;br /&gt;
[11:02]  Nebadon Izumi: still grey&lt;br /&gt;
[11:02]  Justin Clark-Casey: charles: I take it that problems is mantis'd ?&lt;br /&gt;
[11:03]  Charles Krinkeb: You would have to ask those who see gray textures.&lt;br /&gt;
[11:03]  Justin Clark-Casey: I mean, the login problem&lt;br /&gt;
[11:03]  Nebadon Izumi: thats what i see&lt;br /&gt;
[11:03]  Charles Krinkeb: Its anecdotal&lt;br /&gt;
[11:03]  Justin Clark-Casey: might be some kind of locking issue - you won't see that consistently...&lt;br /&gt;
[11:04]  Justin Clark-Casey: although I guess all that should be read only...&lt;br /&gt;
[11:04]  Justin Clark-Casey: charles, it will probably always be anecdotal :)&lt;br /&gt;
[11:04]  Charles Krinkeb: There are writes to the assets table when an avatar logs in.&lt;br /&gt;
[11:04]  Justin Clark-Casey: I would guess that wouldn't be enough to kill login&lt;br /&gt;
[11:04]  Chillken Proto: i see textures on some of the hedges, but not other hedges...&lt;br /&gt;
[11:05]  Charles Krinkeb: All I can say is that several logging in at once appear to fail all.&lt;br /&gt;
[11:05]  Charles Krinkeb: or perhaps most&lt;br /&gt;
[11:05]  Justin Clark-Casey: we need logging in stress testing :)&lt;br /&gt;
[11:05]  Justin Clark-Casey: I presume no useful exception info comes out of the failure?&lt;br /&gt;
[11:05]  Charles Krinkeb: We are doing the stress testing right now&lt;br /&gt;
[11:05]  Neas Bade: I can see lots of people, though a few tings aren't textured&lt;br /&gt;
[11:06]  Nebadon Izumi: yea same here Neas&lt;br /&gt;
[11:06]  Nebadon Izumi: i just took this screenshot of what i see&lt;br /&gt;
[11:06]  Nebadon Izumi: i see maybe 3 textures on the entire sim&lt;br /&gt;
[11:06]  Neas Bade: I see a few more than that&lt;br /&gt;
[11:06]  Justin Clark-Casey: I see quit a few more too&lt;br /&gt;
[11:06]  Justin Clark-Casey: after some time of not seeing much at all&lt;br /&gt;
[11:06]  More Wright: yeah I'm seing some things textured and somethings not&lt;br /&gt;
[11:07]  Neas Bade: ah, we're pre the animation fixes&lt;br /&gt;
[11:07]  Nebadon Izumi: grid mode cant go past 2644&lt;br /&gt;
[11:07]  Nebadon Izumi: without it breaking&lt;br /&gt;
[11:07]  Neas Bade: gotcha&lt;br /&gt;
[11:07]  More Wright: what revision is this region on? and what are the various grid servers on?&lt;br /&gt;
[11:08]  Charles Krinkeb: r2628 for UGAI and the plazas&lt;br /&gt;
[11:08]  More Wright: but hey at least everyone is wearing clothes, not a single grey avatar in sight&lt;br /&gt;
[11:08]  Nebadon Izumi: yea&lt;br /&gt;
[11:08]  Neas Bade: :)&lt;br /&gt;
[11:08]  Nebadon Izumi: i do see people normally&lt;br /&gt;
[11:08]  Nebadon Izumi: just not prims&lt;br /&gt;
[11:08]  Charles Krinkeb: How shall we proceed, Neas?&lt;br /&gt;
[11:09]  Neas Bade: man, looking at me for fearless leadership isn't? ;)&lt;br /&gt;
[11:09]  Charles Krinkeb: Maybe the first of business is &amp;quot;who conducts this meeting each week?&amp;quot;. I cannot.&lt;br /&gt;
[11:10]  More Wright: well I did some work on textures in about 2641, so once we are upto that, we can see what problems are left&lt;br /&gt;
[11:10]  Neas Bade: I'd personally like to hear how the grid texture wars are going, if MW and Tervus want to educate us&lt;br /&gt;
[11:10]  Neas Bade: ok&lt;br /&gt;
[11:10]  Charles Krinkeb: Mw, Teravus, you have the floors, gray and all.&lt;br /&gt;
[11:10]  Neas Bade: has anyone had the ability to run the mysql inventory autocreate stuff again since it went in?&lt;br /&gt;
[11:11]  Neas Bade: I'd like to know if that fixed things for folks&lt;br /&gt;
[11:11]  Teravus Ousley: hmm.. I think there's a race condition with the neighbors list that's causing weird stuff.. doing locking now to check.. if I get better results, I'll commit&lt;br /&gt;
[11:11]  More Wright: as said to be able to get a decent idea of what works and what doesn't with textures we need osgrid to be running at least 2641, in my private tests, most of the time textures work, although there are still some problems&lt;br /&gt;
[11:11]  Neas Bade: Teravus, I definitely seem to be getting a race on standalone startup with regions&lt;br /&gt;
[11:12]  Charles Krinkeb: The last update was 48 hours ago. Generally, updates to the grid occur each weekend. Is that insufficient?&lt;br /&gt;
[11:12]  Neas Bade: if I log in too soon, I only see 3 of 4 regions, and the 4th one never comes back&lt;br /&gt;
[11:12]  Neas Bade: fwiw, textures appear to be slowly trickling in still&lt;br /&gt;
[11:13]  Nebadon Izumi: if you do update today charles do not go past 2643&lt;br /&gt;
[11:13]  tehMihgty Twitch: I still see myself and charles both as grey except for hair&lt;br /&gt;
[11:13]  Nebadon Izumi: interesting i still havent seen a single texture load except for the avatar ones&lt;br /&gt;
[11:13]  Charles Krinkeb: Does the group wish OSGrid updated to the latest more frequently? I thought this was becoming a problem and backed off to a slower update pace.&lt;br /&gt;
[11:13]  Neas Bade: I think whatever you feel comfortable with cfk&lt;br /&gt;
[11:14]  tehMihgty Twitch: probably, even as well as things are working, it will depend on the criticality of the updatefor some time yet to come&lt;br /&gt;
[11:14]  Charles Krinkeb: I just dont want to push the developers too hard with updates.&lt;br /&gt;
[11:14]  Neas Bade: my one hackery at the moment is all in clientview, as I think we're getting a lot of dead threads hanging out due to the different ways that clients end up disconnecting&lt;br /&gt;
[11:15]  tehMihgty Twitch nods&lt;br /&gt;
[11:15]  Neas Bade: I'm going to try to consolidate down the exit paths so cleanup of clientviews is more consistant&lt;br /&gt;
[11:15]  More Wright: cfk, yeah don't worry about updating osgrid too often, as you said we all agreed that backing off and doing it slower was best&lt;br /&gt;
[11:15]  Teravus Ousley: I'm using Close() now in RestartNow()&lt;br /&gt;
[11:16]  Neas Bade: Teravus, ok, I'll consider Close() to be our standard function there&lt;br /&gt;
[11:16]  tehMihgty Twitch: btw, rebaking textures got my clothes and skin to show up, but not Charles'&lt;br /&gt;
[11:16]  Neas Bade: what is the rebake command again?&lt;br /&gt;
[11:16]  tehMihgty Twitch: ctrl+alt+r&lt;br /&gt;
[11:17]  Teravus Ousley: :D.. someone keeps *modifying* :D&lt;br /&gt;
[11:17]  tehMihgty Twitch: LoL&lt;br /&gt;
[11:17]  tehMihgty Twitch: I swear, all I did was replace the hippo inside I thought was out of place and deleted&lt;br /&gt;
[11:18]  tehMihgty Twitch: Nebadon, when you finish that one.....LoL&lt;br /&gt;
[11:18]  Charles Krinkeb: Am I correct in assuming that cleaning up for a 0.5 release by the end of the year is our main goal?&lt;br /&gt;
[11:19]  More Wright: Justin, I haven't had time to read all your email yet, but from the bit I did read, I'm not sure storing iventory of prims that are &amp;quot;in-world&amp;quot; in asset format is the right thing to be doing&lt;br /&gt;
[11:19]  Charles Krinkeb: Lets stop editing the place until the meeting is over, please.&lt;br /&gt;
[11:19]  Neas Bade: I'd like to see a 0.5 for the new year&lt;br /&gt;
[11:19]  Neas Bade: at least something to push for&lt;br /&gt;
[11:19]  More Wright: Prims in world are stored in a SQL database, so I think most likely adding a extra table to that for inventory&lt;br /&gt;
[11:20]  Neas Bade: yes, I did a quick reply, but I'm of the same mind as MW here&lt;br /&gt;
[11:20]  Justin Clark-Casey: I was going down that route initially but it started to get a little complicated&lt;br /&gt;
[11:20]  Charles Krinkeb: Add table definitions for future use seems like a good idea to me.&lt;br /&gt;
[11:20]  Justin Clark-Casey: It seemed that storing inventories as assets could be a neat way of circumventing that&lt;br /&gt;
[11:20]  Neas Bade: yeh, it probably will get a bit complicated, but I think it's worth the initial overhead to get it figured out that way :)&lt;br /&gt;
[11:21]  Neas Bade: if we just binary blob it, our initial mapping is easier, but doing stuff with the data down the road is harder&lt;br /&gt;
[11:21]  Teravus Ousley: oops.. see one ANPC&lt;br /&gt;
[11:21]  Teravus Ousley: .. err .. not anymore :D&lt;br /&gt;
[11:21]  Justin Clark-Casey: hmmm&lt;br /&gt;
[11:22]  Justin Clark-Casey: It would be nice if we have an idea what the applications requiring indexed inventory data would be down the road&lt;br /&gt;
[11:22]  Justin Clark-Casey: It does mean shuffling about much more information with the attendent logic...&lt;br /&gt;
[11:22]  Teravus Ousley: yeah, that would speed db perf&lt;br /&gt;
[11:23]  outcast Opus: this is quite cool, I am using ajaxlife&lt;br /&gt;
[11:23]  tehMihgty Twitch: I think I tried that once on SL&lt;br /&gt;
[11:23]  Justin Clark-Casey: what do you think about the idea of storing asset ids and dereferencing them later?&lt;br /&gt;
[11:23]  tehMihgty Twitch: but it was a bit slow&lt;br /&gt;
[11:24]  outcast Opus: yea&lt;br /&gt;
[11:24]  Justin Clark-Casey: I guess you'd only like that if you bought the serialization idea in the first place :)&lt;br /&gt;
[11:24]  Justin Clark-Casey: I'll put a reply to Sean on the mailing list - I did originally go down the path of separate tables so perhaps I'll resurrect that text&lt;br /&gt;
[11:24]  More Wright: hmm bandwith seems high, constantly at around the 400kbps&lt;br /&gt;
[11:25]  outcast Opus: but it goes to show you the potiental of how SL/Open Sim interaction with the real world&lt;br /&gt;
[11:25]  Charles Krinkeb: 54% CPU, 617MByte RAM on this region at the moment.&lt;br /&gt;
[11:26]  Charles Krinkeb: looks like 11 avatars.&lt;br /&gt;
[11:26]  Nebadon Izumi: thats really high&lt;br /&gt;
[11:26]  Charles Krinkeb: 12 avatars now&lt;br /&gt;
[11:26]  Nebadon Izumi: for 11 avatars just standing around chatting&lt;br /&gt;
[11:26]  Teravus Ousley decides to fix the region issues and then work on sim stats.. (hates not being able to monitor the simstats)&lt;br /&gt;
[11:26]  outcast Opus: hehe&lt;br /&gt;
[11:27]  Nebadon Izumi: wasnt adam working on sim stats&lt;br /&gt;
[11:27]  Nebadon Izumi: you should talk to him before doing to much work&lt;br /&gt;
[11:27]  Justin Clark-Casey: so regarding 0.5, is there agreement on the criteria?&lt;br /&gt;
[11:27]  Charles Krinkeb: Yeah. Pick a day and whatever is in svn that day is it.&lt;br /&gt;
[11:27]  Teravus Ousley: he's doing the underlying requirements in each module..&lt;br /&gt;
[11:27]  More Wright: Justin, yeah everything needs more work :)&lt;br /&gt;
[11:27]  Justin Clark-Casey: heh&lt;br /&gt;
[11:28]  Charles Krinkeb: Work interrupt, must go, sorry.&lt;br /&gt;
[11:28]  Justin Clark-Casey: presumably work would be slowed on new stuff until 0.5 is done?&lt;br /&gt;
[11:28]  Justin Clark-Casey: n00b question&lt;br /&gt;
[11:28]  tehMihgty Twitch: tk Charles&lt;br /&gt;
[11:28]  outcast Opus: I look at this thing I think i am going to have to write a SL/Open Sim plugin for GAIM&lt;br /&gt;
[11:29]  Teravus Ousley: ok. Yeh.. I think I'm going to hold off on the 'draw distance based sim notification' until .5 is out.&lt;br /&gt;
[11:29]  More Wright: yeah I think getting what we have now but actually so it works is the general idea, but doesn't mean you can't work on new things like prim inventory&lt;br /&gt;
[11:29]  Teravus Ousley: I've got a lot of structure in place for it. however, I have a feeling it's going to take a week to debug out once it's in place.&lt;br /&gt;
[11:30]  Justin Clark-Casey: what are the most unworking things right now?&lt;br /&gt;
[11:30]  tehMihgty Twitch: depends on who you ask&lt;br /&gt;
[11:30]  tehMihgty Twitch: for me, the two biggies are inventory and scripts&lt;br /&gt;
[11:30]  tehMihgty Twitch: neither seem to work at all for me&lt;br /&gt;
[11:31]  Teravus Ousley: I'm working on the region comms right now. Working out a race condition there.&lt;br /&gt;
[11:31]  More Wright: Textures (although we aren't sure of the state of them with latest revisions), inventory and asset downloading (on non textured assets we seem to have problems with larger assets)&lt;br /&gt;
[11:31]  Justin Clark-Casey: I saw chi11ken just put ina fix for the inventory server&lt;br /&gt;
[11:31]  outcast Opus: talk you guys later&lt;br /&gt;
[11:31]  Justin Clark-Casey: anything I can help out with?&lt;br /&gt;
[11:31]  tehMihgty Twitch: tc Outcast&lt;br /&gt;
[11:33]  More Wright: Justin, as you have said you are interested in inventory, then I think anything you can do there is great. even if its just refactoring so that the code is cleaner and easier to fix later&lt;br /&gt;
[11:33]  Charles Krinkeb: I have a few more minutes to listen&lt;br /&gt;
[11:33]  Justin Clark-Casey: okay, I've also been seeing babblefrog did a lot of inventory functionality recently&lt;br /&gt;
[11:33]  Justin Clark-Casey: I've seen folder creation and item moving working in standalone, though I don't know about grid&lt;br /&gt;
[11:34]  Justin Clark-Casey: More: yeah, I'll address inventory issues unless other peple get to them first :)&lt;br /&gt;
[11:34]  tehMihgty Twitch: most likely I have not been able to really test the inventory issue as I havent been on a sim that has a recent svn&lt;br /&gt;
[11:35]  tehMihgty Twitch: I've rebuilt the OS on this box just this morning, hope to check out the code again after the meeting&lt;br /&gt;
[11:35]  More Wright: if you want to work on something other than inventory then the problem with asset sending to clients is quite a high priority (see mantis issue 163), basically on larger assets it seems we don't break them up into packets correctly, this is also a problem that stops us having custom animations enabled&lt;br /&gt;
[11:35]  Charles Krinkeb: Yang and the moons are updated every day to the latest svn. The plazas and the UGAI are updated once a week.&lt;br /&gt;
[11:36]  tehMihgty Twitch: have the moons been updated today Charles/&lt;br /&gt;
[11:36]  tehMihgty Twitch: ?&lt;br /&gt;
[11:36]  Justin Clark-Casey: oh yeah, 163 looks nasty&lt;br /&gt;
[11:36]  Charles Krinkeb: not yet&lt;br /&gt;
[11:36]  tehMihgty Twitch: kk&lt;br /&gt;
[11:36]  tehMihgty Twitch: I will run my tests agains a standalone server before registering any more issues with the group&lt;br /&gt;
[11:36]  tehMihgty Twitch: keeping my build fresh&lt;br /&gt;
[11:37]  Chillken Proto: i've been working a bit on saving wearables between logins, and hopefully can get that working soon&lt;br /&gt;
[11:37]  Justin Clark-Casey: I'm curious about the irc/im feature sdague mentioned&lt;br /&gt;
[11:37]  Chillken Proto: but that shouldn't change the inventory DB...&lt;br /&gt;
[11:37]  Nebadon Izumi: nice&lt;br /&gt;
[11:37]  Neas Bade: sorry, got pulled into a call&lt;br /&gt;
[11:37]  Nebadon Izumi: I have a feeling the IRC servers dont like how we are talking to them&lt;br /&gt;
[11:37]  Nebadon Izumi: i noticed that after about a day on any certain server&lt;br /&gt;
[11:38]  Nebadon Izumi: it no longer works anymore&lt;br /&gt;
[11:38]  Nebadon Izumi: like they are temp banning us or something&lt;br /&gt;
[11:38]  Neas Bade: no, that's not the case&lt;br /&gt;
[11:38]  Neas Bade: it's name collision&lt;br /&gt;
[11:38]  Neas Bade: the IRC protocol is very silly&lt;br /&gt;
[11:38]  Teravus Ousley: &amp;lt;3 Name collision&lt;br /&gt;
[11:38]  Nebadon Izumi: yea it seems like i after about 24 hours the IRC server you select no longer acccepts your connections&lt;br /&gt;
[11:38]  Nebadon Izumi: for a few days&lt;br /&gt;
[11:39]  More Wright: does IM work again? didn't someone mention that it had stopped working the other day&lt;br /&gt;
[11:39]  Justin Clark-Casey: oh, this is im in world, not to outside world?&lt;br /&gt;
[11:39]  Nebadon Izumi: hehe it works&lt;br /&gt;
[11:39]  Nebadon Izumi: lol&lt;br /&gt;
[11:39]  Justin Clark-Casey: on sean's list&lt;br /&gt;
[11:39]  More Wright: okay works&lt;br /&gt;
[11:39]  tehMihgty Twitch: works here too&lt;br /&gt;
[11:39]  More Wright: yeah Im is in world&lt;br /&gt;
[11:40]  Nebadon Izumi: Yea IRC is a differnt story though&lt;br /&gt;
[11:40]  Justin Clark-Casey: neas: what do you mean by name collision?&lt;br /&gt;
[11:40]  Nebadon Izumi: it works for a bit then stops working until you change servers&lt;br /&gt;
[11:40]  Neas Bade: for irc, the bots are name colliding&lt;br /&gt;
[11:40]  Teravus Ousley: where did Mr. OpenSim go?&lt;br /&gt;
[11:40]  Justin Clark-Casey: when the server is restarted?&lt;br /&gt;
[11:40]  More Wright: okay everyone can stop IM'ing me now , it works! (I think every single person here Im'ed me)&lt;br /&gt;
[11:40]  Nebadon Izumi: ROFL&lt;br /&gt;
[11:40]  Neas Bade: :)&lt;br /&gt;
[11:40]  tehMihgty Twitch: LoL&lt;br /&gt;
[11:40]  Charles Krinkeb: except me&lt;br /&gt;
[11:41]  Teravus Ousley: he *was* on my friends list :P.. must have defriended me :(&lt;br /&gt;
[11:41]  More Wright: yeah well thats because you don't like me Charles ;)&lt;br /&gt;
[11:41]  Charles Krinkeb: Yang and the 'moons' are now updated to r2657 which is the latest and they are up and running.&lt;br /&gt;
[11:41]  tehMihgty Twitch: awesome Charles&lt;br /&gt;
[11:41]  tehMihgty Twitch: Thanks&lt;br /&gt;
[11:41]  Justin Clark-Casey: neas: when do bot names collide?&lt;br /&gt;
[11:42]  Nebadon Izumi: your probably going to have problems Charles&lt;br /&gt;
[11:42]  Nebadon Izumi: you will log in and only see 1 region&lt;br /&gt;
[11:42]  Neas Bade: on the IRC /join command&lt;br /&gt;
[11:42]  Charles Krinkeb: I already have problems&lt;br /&gt;
[11:42]  tehMihgty Twitch consoles Charles&lt;br /&gt;
[11:42]  Justin Clark-Casey: they collide on server restart?&lt;br /&gt;
[11:43]  Justin Clark-Casey: tell me to go away and study irc if these are dense questions&lt;br /&gt;
[11:43]  Neas Bade: the collide because a lot of OpenSim people enable IRC&lt;br /&gt;
[11:43]  Neas Bade: :)&lt;br /&gt;
[11:43]  Nebadon Izumi: is there anyway we can fix that?&lt;br /&gt;
[11:43]  Justin Clark-Casey: and their sims all post to the same channel?&lt;br /&gt;
[11:43]  tehMihgty Twitch: ahhhh, yes. Probably need a configuration point there for botname&lt;br /&gt;
[11:43]  Teravus Ousley: change the nickname?&lt;br /&gt;
[11:43]  Neas Bade: it doesn't matter it per server&lt;br /&gt;
[11:43]  Neas Bade: it is configurable&lt;br /&gt;
[11:43]  Nebadon Izumi: yea i always change my bot name&lt;br /&gt;
[11:43]  Nebadon Izumi: and it still stops working&lt;br /&gt;
[11:44]  tehMihgty Twitch: Probably should tak that up in the doc/wiki&lt;br /&gt;
[11:44]  tehMihgty Twitch: gah&lt;br /&gt;
[11:44]  Nebadon Izumi: lol&lt;br /&gt;
[11:44]  tehMihgty Twitch: Heh&lt;br /&gt;
[11:44]  Justin Clark-Casey: neas: so an opensim bot name should automatically contain some random element to stop collisioins?&lt;br /&gt;
[11:44]  Teravus Ousley: :/ editing the prim again :/&lt;br /&gt;
[11:44]  Neas Bade: yeh, probably&lt;br /&gt;
[11:44]  More Wright: I didn't touch anything (looks inocent(&lt;br /&gt;
[11:44]  Nebadon Izumi: lol yea i did that earlier on accident&lt;br /&gt;
[11:44]  Nebadon Izumi: thats another problem we have&lt;br /&gt;
[11:45]  Nebadon Izumi: if you click and drag a prim&lt;br /&gt;
[11:45]  Nebadon Izumi: it moves&lt;br /&gt;
[11:45]  Nebadon Izumi: that should not be happening&lt;br /&gt;
[11:45]  Justin Clark-Casey: oh yeah...&lt;br /&gt;
[11:45]  Neas Bade: plus some better error handling&lt;br /&gt;
[11:45]  Stefan Andersson: Hmm... we don't honour 'locked'?&lt;br /&gt;
[11:45]  Teravus Ousley: arg&lt;br /&gt;
[11:45]  Teravus Ousley stops bothering trying to *fix* it&lt;br /&gt;
[11:45]  Justin Clark-Casey: fun though :)&lt;br /&gt;
[11:46]  Nebadon Izumi: lol&lt;br /&gt;
[11:46]  Neas Bade: :)&lt;br /&gt;
[11:46]  Charles Krinkeb: ROFL&lt;br /&gt;
[11:46]  Neas Bade: yeh honoring locked would be cool&lt;br /&gt;
[11:46]  Neas Bade: sorry, back to full attention now&lt;br /&gt;
[11:46]  Neas Bade: the IRC module is very hackish, and doesn't bother really handling faults&lt;br /&gt;
[11:47]  Justin Clark-Casey: oh god this is great, a completely deformable environment&lt;br /&gt;
[11:47]  Neas Bade: it should be written to actualy listen for server responses and do things if connect fails, but right now it just sends stuff, and doesn't bother to listen for any server messages for fails&lt;br /&gt;
[11:47]  Nebadon Izumi: rofl&lt;br /&gt;
[11:47]  Charles Krinkeb: stop that&lt;br /&gt;
[11:47]  Nebadon Izumi: its coming right for us&lt;br /&gt;
[11:47]  Neas Bade: heh&lt;br /&gt;
[11:47]  Neas Bade: heheheheh&lt;br /&gt;
[11:47]  Charles Krinkeb: bunch of griefers&lt;br /&gt;
[11:48]  Teravus Ousley: he&lt;br /&gt;
[11:48]  Neas Bade: anyway&lt;br /&gt;
[11:48]  More Wright: so who gets to sit on a prim today while we all kick them around?&lt;br /&gt;
[11:48]  Neas Bade: supporting locked would be nice if anyone has time for that&lt;br /&gt;
[11:48]  Neas Bade: would help keep from accidental moves&lt;br /&gt;
[11:48]  Teravus Ousley: locked is trickier then you think, Neas&lt;br /&gt;
[11:48]  Neas Bade: yeh, I assumed it probably ways&lt;br /&gt;
[11:48]  Teravus Ousley: :D&lt;br /&gt;
[11:48]  Neas Bade: was&lt;br /&gt;
[11:49]  Neas Bade: doesn't mean I don't want a poney&lt;br /&gt;
[11:49]  Teravus Ousley: It gets captured by the permissions routine.. right now&lt;br /&gt;
[11:49]  Teravus Ousley: .. doesn't get applied though.. because it doesn't actually *do* anything.. because the ObjectFlags permissions needs some sort of voodoo math to get it to work.&lt;br /&gt;
[11:49]  tehMihgty Twitch: wouldnt it depend heavily on the underlying storage mechanism to fetch the attributes of the prim (the same one currently being developed)&lt;br /&gt;
[11:49]  Justin Clark-Casey: is this that hardcoded number?&lt;br /&gt;
[11:50]  Neas Bade: object flags are stored in the db&lt;br /&gt;
[11:50]  Justin Clark-Casey: max signed 32bit?&lt;br /&gt;
[11:50]  Neas Bade: yeh&lt;br /&gt;
[11:50]  Teravus Ousley: we're moving away from the hardcoded number&lt;br /&gt;
[11:50]  Neas Bade: it's a bit vector&lt;br /&gt;
[11:50]  Teravus Ousley: .. :D&lt;br /&gt;
[11:50]  Teravus Ousley: It's bad&lt;br /&gt;
[11:50]  Neas Bade: it's not that bad&lt;br /&gt;
[11:50]  Neas Bade: why is a bit vector bad here?&lt;br /&gt;
[11:50]  Justin Clark-Casey: yeah - is there a general place to put hardcoded numbers?&lt;br /&gt;
[11:50]  Teravus Ousley: It's got values in there that cause problems when mixing with actual values&lt;br /&gt;
[11:50]  Justin Clark-Casey: I guess that should vary module to module&lt;br /&gt;
[11:50]  Neas Bade: oh, the hard coded numbers are badd&lt;br /&gt;
[11:51]  Charles Krinkeb: Where is my wiffle bat?&lt;br /&gt;
[11:51]  Teravus Ousley: well, just don't commit any changes to permissions now.. and you won't have to revert them shortly lafter :D&lt;br /&gt;
[11:52]  More Wright: who stole the path?&lt;br /&gt;
[11:52]  Justin Clark-Casey: errr&lt;br /&gt;
[11:52]  Charles Krinkeb: Just change it to &amp;quot;0xFFFFFFFF&amp;quot; and everyone will know what it means.&lt;br /&gt;
[11:52]  tehMihgty Twitch: not I&lt;br /&gt;
[11:52]  Justin Clark-Casey: why does take copy not take a copy?&lt;br /&gt;
[11:52]  Teravus Ousley: justin &amp;lt;-------&lt;br /&gt;
[11:52]  Justin Clark-Casey: sorry&lt;br /&gt;
[11:52]  Nebadon Izumi: lol&lt;br /&gt;
[11:53]  Justin Clark-Casey: nowhere else are meetings disrupted by people nicking the very path you're standing on...&lt;br /&gt;
[11:53]  More Wright: hehe&lt;br /&gt;
[11:53]  tehMihgty Twitch: isn't it great? *winks*&lt;br /&gt;
[11:53]  Neas Bade: heh&lt;br /&gt;
[11:53]  Charles Krinkeb: Is it the &amp;quot;Wright&amp;quot; path or the &amp;quot;Wrong&amp;quot; path?&lt;br /&gt;
[11:53]  Justin Clark-Casey: groan&lt;br /&gt;
[11:53]  Teravus Ousley: the 'no path'&lt;br /&gt;
[11:53]  tehMihgty Twitch: LoL, Charles..&lt;br /&gt;
[11:53]  Neas Bade: sigh&lt;br /&gt;
[11:54]  Neas Bade: ok, before we run out of time, I'd like to bring up 0.5 again.&lt;br /&gt;
[11:54]  Neas Bade: I'm hoping people saw my email to the opensim-dev list&lt;br /&gt;
[11:54]  Charles Krinkeb: And is the &amp;quot;Wright&amp;quot; path &amp;quot;Prior&amp;quot; to the &amp;quot;Wrong&amp;quot; path or not?&lt;br /&gt;
[11:54]  Neas Bade: I'd love to get people piling onto that email with thoughts on the release, and realistic short term goals to get in place&lt;br /&gt;
[11:54]  Charles Krinkeb: Yes, 0.5. Lets go, go, go.&lt;br /&gt;
[11:55]  tehMihgty Twitch: note to self: get on the lists&lt;br /&gt;
[11:55]  Charles Krinkeb: Just pick a day and label it 0.5. Whats the problem?&lt;br /&gt;
[11:55]  Stefan Andersson: Well, I don't know how 0.5 it would be, but shouldn't we all be thinking about avatar appearance, wearables and... attachments?&lt;br /&gt;
[11:55]  More Wright: yeah I think short terms goals should be mainly to get what we already have working more stable&lt;br /&gt;
[11:55]  Stefan Andersson: yeah, definitively&lt;br /&gt;
[11:56]  Stefan Andersson: +appearance, wearables and... attachments?&lt;br /&gt;
[11:56]  tehMihgty Twitch: Stefan, you would be my other hero&lt;br /&gt;
[11:56]  Charles Krinkeb: Should we de-emphasize script testing and concentrate more on inventory over the next two weeks or leave it as it is?&lt;br /&gt;
[11:56]  Neas Bade: attachments seems a bit off, no?&lt;br /&gt;
[11:56]  Charles Krinkeb: --attachments for a while.&lt;br /&gt;
[11:56]  Neas Bade: appearance is a good question&lt;br /&gt;
[11:56]  tehMihgty Twitch: I think that the inv and the script probs I'm having are related, but it is a hunch at present&lt;br /&gt;
[11:56]  Stefan Andersson: Actually, yes. I would say attachments would be THE thing for 0.6&lt;br /&gt;
[11:56]  More Wright: well think attachments are longer term, but appearance, if you mean persisting then yes, Chillken said he's been working on that&lt;br /&gt;
[11:56]  Charles Krinkeb: appearance is also a problem as it doesnt edit very well.&lt;br /&gt;
[11:57]  Neas Bade: I know it came up over the weekend, the idea to add 13 columns to the user table for the 13 wearables&lt;br /&gt;
[11:57]  Charles Krinkeb: fine with me&lt;br /&gt;
[11:57]  Neas Bade: chillken still here?&lt;br /&gt;
[11:57]  Teravus Ousley: fine with me also Neas&lt;br /&gt;
[11:57]  Stefan Andersson: Yeah, well, that's what I mean with appearances; finalizing them. So they work. All of it.&lt;br /&gt;
[11:57]  Chillken Proto: the way i have it right now is adding a new table for wearables, so we're not limited to 13&lt;br /&gt;
[11:57]  More Wright: well appearance should work , not sure what isn't working&lt;br /&gt;
[11:57]  Stefan Andersson: So we can finally meet up as something other than 6 shades of ruth.&lt;br /&gt;
[11:57]  tehMihgty Twitch: Stefan: even without attachements, you would still be my other hero&lt;br /&gt;
[11:57]  Charles Krinkeb: Shall I stop beating the scripting drum on #opensim and beat the appearance drum instead?&lt;br /&gt;
[11:58]  Chillken Proto: and it doesn't break existing user tables, fwiw&lt;br /&gt;
[11:58]  Neas Bade: any idea how close that is?&lt;br /&gt;
[11:58]  More Wright: I see no grey avatars&lt;br /&gt;
[11:58]  Neas Bade: Chillken, ok, that's cool&lt;br /&gt;
[11:58]  Teravus Ousley: same, no grey avatar and no ANPC&lt;br /&gt;
[11:58]  Neas Bade: hmmm... out of order messages, that's new&lt;br /&gt;
[11:58]  Stefan Andersson: No, Charles, actually, I think scripting works very well as a 'line' thing as opposed to 'project' things.&lt;br /&gt;
[11:58]  Chillken Proto: i hope i can get it in in the next week or two....&lt;br /&gt;
[11:58]  Charles Krinkeb: Is my thrust on the #opensim channel Ok with the core developers who are here?&lt;br /&gt;
[11:59]  Charles Krinkeb: Is my thrust on the #opensim channel Ok with the core developers who are here?&lt;br /&gt;
[11:59]  Stefan Andersson: /kick Charles Krinkeb 1000 Excessive flood.&lt;br /&gt;
[11:59]  Neas Bade: :)&lt;br /&gt;
[11:59]  Stefan Andersson: agh&lt;br /&gt;
[11:59]  Charles Krinkeb: no way&lt;br /&gt;
[11:59]  Nebadon Izumi: lol&lt;br /&gt;
[11:59]  Neas Bade: cfk I think you've been doing a great job with #opensim&lt;br /&gt;
[11:59]  Stefan Andersson: Yeah&lt;br /&gt;
[11:59]  Neas Bade: keeping people focused&lt;br /&gt;
[11:59]  Charles Krinkeb: I typed that only once.&lt;br /&gt;
[11:59]  tehMihgty Twitch: cfk is my main hero right now :)&lt;br /&gt;
[12:00]  Neas Bade: yeh, chat is acting up a bit&lt;br /&gt;
[12:00]  Neas Bade: I actually got messages out of order&lt;br /&gt;
[12:00]  Charles Krinkeb: What guidance could the core-developers give us for the next week in closing this meeting?&lt;br /&gt;
[12:00]  More Wright: will someone drop the hippo on Teravus to see if that will stop him jumping up and down&lt;br /&gt;
[12:01]  Charles Krinkeb: ROFL&lt;br /&gt;
[12:01]  Stefan Andersson: ...&lt;br /&gt;
[12:01]  Stefan Andersson: Ohhhkay&lt;br /&gt;
[12:01]  Nebadon Izumi: lol&lt;br /&gt;
[12:01]  Nebadon Izumi: good thing i linked that after i fixed it&lt;br /&gt;
[12:01]  tehMihgty Twitch: I think I will relog to deimos and see how inv treats me there&lt;br /&gt;
[12:01]  Stefan Andersson: by the way, another neat-o thing we still have left, is to have physics on all physical parts, not just the root part&lt;br /&gt;
[12:01]  Stefan Andersson: anybody here knows how difficult that would be?&lt;br /&gt;
[12:02]  Charles Krinkeb: That was worth all the frustration of the last week just to see the hippo move like that.&lt;br /&gt;
[12:02]  Stefan Andersson: Creating a physics composite form?&lt;br /&gt;
[12:02]  Neas Bade: teravus is the person to ask about that&lt;br /&gt;
[12:02]  Neas Bade: I think it's harder than you think&lt;br /&gt;
[12:02]  Justin Clark-Casey: you should keep the environment like this charles :)&lt;br /&gt;
[12:02]  Justin Clark-Casey: good for closet griefers like me&lt;br /&gt;
[12:02]  Teravus Ousley: yeh.. the physics engine doesn't know enough info currently to do that, lbsa&lt;br /&gt;
[12:02]  Charles Krinkeb: I may, just to spite you guys.&lt;br /&gt;
[12:02]  Neas Bade: would it work for non physical objects?&lt;br /&gt;
[12:02]  Stefan Andersson: Hmm.. what's missing?&lt;br /&gt;
[12:02]  Teravus Ousley: heirarchy&lt;br /&gt;
[12:03]  More Wright: if we were using PhysX it actually wouldn't be hard as that supports multiply shapes attached to one physics entity, but don't think its that simple with ODE&lt;br /&gt;
[12:03]  Stefan Andersson: Well, I'm actually just thinking of doing a composite physical form.&lt;br /&gt;
[12:03]  Teravus Ousley: it's that simple with ODE :D&lt;br /&gt;
[12:03]  Teravus Ousley: we just don't know about any prim 2 prim relationships&lt;br /&gt;
[12:03]  Stefan Andersson: well then...?&lt;br /&gt;
[12:03]  Teravus Ousley: I'd suggest leaving that to .6&lt;br /&gt;
[12:03]  Stefan Andersson: No, but, just make one PhysActor with the form of all prims?&lt;br /&gt;
[12:04]  Stefan Andersson: So, attachments + composite forms = 0.6&lt;br /&gt;
[12:04]  Stefan Andersson: :D&lt;br /&gt;
[12:04]  Stefan Andersson: Yay.&lt;br /&gt;
[12:04]  Stefan Andersson: So, if 0.5 is january, 0.6 should be... february?&lt;br /&gt;
[12:04]  Nebadon Izumi: lol&lt;br /&gt;
[12:04]  Stefan Andersson: &amp;lt;3&lt;br /&gt;
[12:04]  Teravus Ousley: can't do that lbsa.. if we're ever going to do anything but bounding boxes&lt;br /&gt;
[12:04]  Stefan Andersson: I love you guys. You are the best.&lt;br /&gt;
[12:04]  Stefan Andersson: Bounding Boxes is fine with me.&lt;br /&gt;
[12:04]  Teravus Ousley: (can't make a single physactor)&lt;br /&gt;
[12:04]  Nebadon Izumi: if by Februaru 2009 you mean then yes&lt;br /&gt;
[12:04]  Nebadon Izumi: lol&lt;br /&gt;
[12:05]  Stefan Andersson: I would be ++++ if I could make a shoe-box.&lt;br /&gt;
[12:05]  More Wright: yeah well thats what I meant PhysX supports, multiple phyics shapes attached to a single &amp;quot;physics actor&amp;quot;&lt;br /&gt;
[12:05]  Charles Krinkeb: Cant you just do that with a couple of prims, lbsa?&lt;br /&gt;
[12:05]  Stefan Andersson: Yes, but they wouldn't be linked.&lt;br /&gt;
[12:05]  Stefan Andersson: :(&lt;br /&gt;
[12:06]  Teravus Ousley: You can add multiple shapes to a rigid body.. my point, however.. is that there is no information about prim2prim relationships.. if you wanted to do it that way.. it would have to be done from the scene.&lt;br /&gt;
[12:06]  Charles Krinkeb: I hope you guys check out the building and stream that &amp;quot;Shenlei&amp;quot; made on the other side of the Corporate Plaza building before leaving.&lt;br /&gt;
[12:06]  More Wright: ahh&lt;br /&gt;
[12:06]  Stefan Andersson: So, the problem with ODE is that the physical objects can't intersect, yes?&lt;br /&gt;
[12:06]  More Wright: aren't we passing SceneObjectGroup to physics engine?&lt;br /&gt;
[12:06]  Teravus Ousley: X.X&lt;br /&gt;
[12:07]  Teravus Ousley: no, the problem isn't that the objects can't intersect :P&lt;br /&gt;
[12:07]  Teravus Ousley: .. it's that we don't know an objects relationship to another object :D&lt;br /&gt;
[12:07]  Teravus Ousley: we don't know that they're linked :D&lt;br /&gt;
[12:07]  Neas Bade: just because sceneobjectgroup isn't used?&lt;br /&gt;
[12:08]  Teravus Ousley: if we knew they were linked.. we could add all of the prim in the linked object to a single rigid body&lt;br /&gt;
[12:08]  Neas Bade: ok, that seems like an issue of us sending down the wrong thing&lt;br /&gt;
[12:08]  Stefan Andersson: .. yeah... so I guess we'd have to insert that into the Add( part ) bit?&lt;br /&gt;
[12:08]  Neas Bade: the relationships are all in SceneObjectGroup&lt;br /&gt;
[12:09]  Teravus Ousley: yeah.. it'd be tough, I think to get it done right.&lt;br /&gt;
[12:09]  Teravus Ousley: that's why I'd say 06 :D&lt;br /&gt;
[12:09]  Teravus Ousley: .6&lt;br /&gt;
[12:09]  Neas Bade: yep, I think that's fair&lt;br /&gt;
[12:09]  Stefan Andersson: Well, actually, it will be tough to get attachments right as well, and that's why I kind of bunch those issues togetehr.&lt;br /&gt;
[12:09]  Stefan Andersson: But nevermind, I agree it's 0.6&lt;br /&gt;
[12:10]  Stefan Andersson: So, 0.5?&lt;br /&gt;
[12:10]  Stefan Andersson: Tag'em and Bag'em I say.&lt;br /&gt;
[12:10]  Teravus Ousley: :D note.. that the physics scene never actually knows any identifying info about the prims it's simulating&lt;br /&gt;
[12:10]  Teravus Ousley: the sceneobjectpart and group.. manage that.&lt;br /&gt;
[12:10]  Stefan Andersson: Sounds good.&lt;br /&gt;
[12:11]  Teravus Ousley: unfortunately, I think it's going to have to know at least the UUID&lt;br /&gt;
[12:12]  Teravus Ousley: .. to be able to generate MeanCollisionReport packets&lt;br /&gt;
[12:12]  Neas Bade: that makes sense&lt;br /&gt;
[12:12]  More Wright takes out his shot gun and tries to shot Stefan down&lt;br /&gt;
[12:13]  Stefan Andersson: HAHAHA... you can't shoot me...&lt;br /&gt;
[12:13]  Teravus Ousley: once again.. I think it's a .6 feature. Staring to mess with that will most definately introduce bugs that will need to be worked out by .6&lt;br /&gt;
[12:13]  Neas Bade: yep, agreed&lt;br /&gt;
[12:13]  Teravus Ousley: .&lt;br /&gt;
[12:14]  Neas Bade: unrelated question, ClientManager is passed to ClientView, but not used anywhere&lt;br /&gt;
[12:14]  Neas Bade: any thoughts on that?&lt;br /&gt;
[12:14]  Teravus Ousley: Client Manager manages 'all of the clients on the server'&lt;br /&gt;
[12:15]  Neas Bade: right, but does ClientView actually need a back reference to it?&lt;br /&gt;
[12:15]  Teravus Ousley: (I think it's all of the clients on the instance)&lt;br /&gt;
[12:15]  Stefan Andersson: I introduced the ClientMAnager in order to have one spot to clear up clients on disconnects&lt;br /&gt;
[12:15]  More Wright: hmm what happened to the path with justin sitting on it? I moved it then it went flying off somewhere&lt;br /&gt;
[12:15]  Teravus Ousley: I still see justin sitting on it here :D&lt;br /&gt;
[12:16]  Justin Clark-Casey: And I stil see the path&lt;br /&gt;
[12:16]  Charles Krinkeb: me, too&lt;br /&gt;
[12:16]  Stefan Andersson: No, that back reference is there because I couldn't find out how to get rid of one certain instance of connection break&lt;br /&gt;
[12:16]  Stefan Andersson: That might have been solved by now&lt;br /&gt;
[12:16]  More Wright: okay I must of not got a packet update&lt;br /&gt;
[12:16]  Stefan Andersson: If there are no references to it, remove it.&lt;br /&gt;
[12:16]  Stefan Andersson: That might have been solved by now&lt;br /&gt;
[12:16]  Stefan Andersson: simply&lt;br /&gt;
[12:16]  Stefan Andersson: If there are no references to it, remove it.&lt;br /&gt;
[12:16]  Stefan Andersson: Echo&lt;br /&gt;
[12:16]  Neas Bade: ok, I'll pull it out&lt;br /&gt;
[12:17]  Justin Clark-Casey: oops&lt;br /&gt;
[12:17]  Stefan Andersson: Come on, let's have a fly-fest, see how chaotic we can get it?&lt;br /&gt;
[12:17]  Teravus Ousley: Echo Test: You're an idiot!&lt;br /&gt;
[12:17]  Stefan Andersson: And see if the sim handles it?&lt;br /&gt;
[12:17]  Rika Price: Hey all, :) we all look like twins&lt;br /&gt;
[12:17]  Neas Bade continues to hack on clientview&lt;br /&gt;
[12:18]  Justin Clark-Casey goes to get something to eat&lt;br /&gt;
[12:18]  Charles Krinkeb: I'll fix you guys and turn on physical for the next meeting.&lt;br /&gt;
[12:18]  Nebadon Izumi: weeeeeee&lt;br /&gt;
[12:18]  Stefan Andersson: that was fun. :P&lt;br /&gt;
[12:20]  Stefan Andersson: Hmm.&lt;br /&gt;
[12:20]  Stefan Andersson: Yeah, that thing with physical stuff falling thru the ground aint cool.&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Office_hours</id>
		<title>Office hours</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Office_hours"/>
				<updated>2007-12-12T06:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenSim weekly office hours are held in an OpenSim world somewhere on the Internet.  The purpose of these office hours is to created a focussed weekly discussion on the state of OpenSim, and things that need attention.  It is intended for people wishing to become contributors to the project, so if you show up, you'll probably walk away with something on your todo list.&lt;br /&gt;
&lt;br /&gt;
The office hours are held on Tuesdays at 19:00 UTC.  This corresponds to:&lt;br /&gt;
* 11:00 - San Francisco (U.S.A. - California)&lt;br /&gt;
* 14:00 - New York (U.S.A. - New York)&lt;br /&gt;
* 19:00 - Oslo (Norway)&lt;br /&gt;
* 20:00 - Italy&lt;br /&gt;
* 02:00 Wed - Perth (Australia)  (sorry adam)&lt;br /&gt;
&lt;br /&gt;
The office hours will take place at the sim &amp;quot;Wright Plaza&amp;quot; on osgrid, which was called &amp;quot;Sang&amp;quot; until last Friday. &lt;br /&gt;
&lt;br /&gt;
To get to this sim, make sure you have created an account with the normal first, last and password and set the home location to &amp;quot;Wright Plaza&amp;quot;. This is done at http://www.osgrid.org.&lt;br /&gt;
&lt;br /&gt;
Then startup the client with a -loginuri of &amp;quot;-loginuri http://osgrid.org:8002&amp;quot; and you should arrive on &amp;quot;Wright Plaza&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Previous Agenda Items ===&lt;br /&gt;
&lt;br /&gt;
Cfk would like to suggest that we give some thought to the following bugs.&lt;br /&gt;
#) Remoting exceptions with adjacent non-running sims.&lt;br /&gt;
#) Prim unlinking.&lt;br /&gt;
#) Enabling the script editor from the edit prim dialog box.&lt;br /&gt;
#) jpeg/ode dll and glibc-2.4 exceptions and stability.&lt;br /&gt;
#) GridServer.exe locks up in r2090 and works fine in r2060 on OSGrid.&lt;br /&gt;
#) Enabling avatar 'sit' on a prim.&lt;br /&gt;
#) More progress on avatar customization consistency. (Avatar changes when crossing region boundaries).&lt;br /&gt;
&lt;br /&gt;
== Logs ==&lt;br /&gt;
&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-09]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-16]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-23]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-30]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-06]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-13]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-27]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-12-11]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-11-13</id>
		<title>Chat log from the meeting on 2007-11-13</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2007-11-13"/>
				<updated>2007-11-14T00:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: New page: [11:02]  Teravus Ousley: no more bendy knees, yay :D&amp;lt;br/&amp;gt; [11:02]  Nebadon Izumi: my feeet are sinking into the prims though&amp;lt;br/&amp;gt; [11:02]  Nebadon Izumi: man its laggy&amp;lt;br/&amp;gt; [11:02]  Mircea...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[11:02]  Teravus Ousley: no more bendy knees, yay :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:02]  Nebadon Izumi: my feeet are sinking into the prims though&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:02]  Nebadon Izumi: man its laggy&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:02]  Mircea Kitsune: how did some save custom avatars?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:02]  Mircea Kitsune: i heard there is a way&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:03]  Mircea Kitsune: wow, you can run too. yesterday you couldnt&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:04]  demetrius beta: Where will be the board&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:06]  demetrius beta: Who is the administrator of the project opensim&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:06]  Mircea Kitsune: not sure exactly&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:06]  demetrius beta: I am a little new&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:07]  Mircea Kitsune: same here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:07]  Charles Krinkeb: We generally wait for sdague and he conducts the meeting&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:07]  Charles Krinkeb: For the last 3 weeks we have been walking to the second floor. Maybe we should do that.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:07]  demetrius beta: I do not speak English dominates the Colombian Spanish&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:08]  Nebadon Izumi: wtfd&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  More Wright: but there is nothing to play with up here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  Charles Krinkeb: &amp;lt;sigh&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  Gerhard D: And no rezzing right.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  Mircea Kitsune: until scripting will work, there wont be much to play with&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  Gerhard D: &amp;lt;siging louder&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  More Wright: there is physics&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:09]  Mircea Kitsune: yeah&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:10]  Mircea Kitsune: how can we get rezzing rights on a sim like this one?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:10]  More Wright: ahh you turned physical objects off?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:10]  Charles Krinkeb: This is a technical meeting, called &amp;quot;Office Hour&amp;quot;. Its purpose is for communication amongs the developers each week to make sure we are going in the same direction.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:10]  Mircea Kitsune: Very nice, glad to see 3d meetings here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:11]  Nebadon Izumi: teravus you notice im sinking into the floor&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:11]  Mircea Kitsune: Um i am new, been here for like 3 days (Taoki ojn irc) Anyway i really want to get involved in this how i can, cuz the possibilities of this just rock&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:11]  Chillken Proto: Tedd was talking a bit about getting at least standalone scripting working again&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:11]  Charles Krinkeb: It is conducted in English, perhaps those that do not speak much english will benefit. Perhaps not. This is not a &amp;quot;technical support&amp;quot; seminar.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:12]  More Wright: okay have we established if the 100+ % CPU is now happening on all grids or its a osgrid thing?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:12]  Neas Bade: lots of grey people now&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:12]  Teravus Ousley: I feel tall :P&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:12]  Mircea Kitsune: Wow... to my rurprise, opensim uses 50% CPU for me&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:13]  Nebadon Izumi: i think its more of a Mono related thing MW&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:13]  demetrius beta: There is one who speaks Spanish&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:13]  Mircea Kitsune: *surprise&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  Neas Bade: nebadon, you should build a ceiling light in here :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  Teravus Ousley forces noon&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  Jamie David: LOL&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  Neas Bade: the sun will come up soon&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  More Wright: do we have our excersise animation working yet?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:14]  Neas Bade: everyone hates night for whatever reason :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Gerhard D: Yes, no beds here still&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Mircea Kitsune: i just dun like it cuz its dark&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Mircea Kitsune tests the /me command&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Charles Krinkeb: We are running 150% CPU (4 CPU's available) and 410Mbyte on Wright Plaza right now with ODE enabled.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Mircea Kitsune: nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Teravus Ousley: That's a lot of CPU&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  More Wright: yeah a lot&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Charles Krinkeb: And Neas generally has the priority and conducts the meeting.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Neas Bade: that's what this many people + physics seems to produce&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:15]  Mircea Kitsune: um... why is my face gray? o.o&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Neas Bade: I've seen the same on my environments&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Neas Bade: 20 people seems to be the peg point with physics right now&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Charles Krinkeb: Plus we do have a current problem where this region tends to consume 100% of a CPU after it runs for a while.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Jamie David: I think it would be helpfull if there was a technical assistance hour. Doesn't have to be led by devlopers but would be helpful for us not so clever people who just run things. Might help with devloper group to get consolidated feed back. just my 2 cents.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Teravus Ousley: have you tried it with a reliable connection?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Nebadon Izumi: we have 11 people here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:16]  Teravus Ousley: .. meaning not on the internet.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Neas Bade: well, I think my box is beefier than this one :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Nebadon Izumi: this machine is a Quad Xeon with 4 gig of ram&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Neas Bade: Jamie, that's a good idea. I think that would be worth setting up&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Charles Krinkeb: &amp;quot;Test Hour&amp;quot; on Saturday at 1900UTC here is intended to evolve into our technical assistance hour. This is the developer technical meeting and will discuss software development. Saturday is &amp;quot;technical assistance&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Neas Bade: hmmm... mines a dual xeon with 4 gb&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Neas Bade: ok, so never mind that&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:17]  Neas Bade: there are a lot more prims here though&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Jamie David: :-)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  More Wright: yeah what is the prim count on this?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  More Wright: and how many have physics on them?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Nebadon Izumi: maybe 2500 prims&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Charles Krinkeb: I could suggest that a second &amp;quot;Test Hour&amp;quot; at a time favoring Europe/Australia/Japan would be appropriate.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Jamie David: yes physics on&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Jamie David: :-)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Nebadon Izumi: 1517&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  Nebadon Izumi: i just counted&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:18]  More Wright: and CPU is increasing even if no users are on&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  More Wright: ?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Nebadon Izumi: yes&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Mircea Kitsune is gmt +2, 21:15 here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Nebadon Izumi: last night&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Charles Krinkeb: 147%, 410MBtye&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Nebadon Izumi: i did a fresh restart on wright plaza&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Nebadon Izumi: it was just mee&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  Nebadon Izumi: and i saw CPU at 102%&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:19]  More Wright: so its not a packet thing, and if a region has neighbours or not makes no difference?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Mircea Kitsune: I have a 3ghz one, processor is around 50%&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Neas Bade: we definitely had the best perf numbers around CPU last friday with teravus's first set of optimization patches&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Charles Krinkeb: I dont think it is neighbor related. It feels like a mono issue. We are running mono-1.2.5.1 right now.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Mircea Kitsune: Pentium 4 here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Charles Krinkeb: r2349 also. Updated this morning.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:20]  Neas Bade: physics tended to eat more cpu after that&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: r2351 will use less memory by a lot&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: except for Teravus, where it uses all of his&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: sunrise is happening folks&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: for those that didn't force sun&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Mircea Kitsune: Someone should add lights here for the night&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  More Wright: with your sun module do we now have console commands to set time?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Jamie David: 2333&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Charles Krinkeb: Everyone take a moment to appreciate Neas hard work on the sun ,clap&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Charles Krinkeb: &amp;lt;clap, clap&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:21]  Neas Bade: we don't yet&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:22]  Teravus Ousley: :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:22]  Mircea Kitsune: AS for physics... not sure if this is the best place to post this, but i made some tests yesterday and a entire list with the ODE&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:22]  Jamie David: /clap&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:22]  Mircea Kitsune: http://bug.openmetaverse.org/view.php?id=592&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:22]  Charles Krinkeb: What are the most important issues for this small hour that face us over the next week?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:23]  Neas Bade: I could do that at some point. I actually want to ask Zero a question on thursday because I think I can get the sun to move without so many packets if I understand the velocity vector for the sun correctly&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:23]  More Wright: I think this CPU issue is a important one, if we can't even have a region running for a few hours&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:23]  Teravus Ousley: I'm in agreement. There's something ary that's important to be fixed.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:23]  Nebadon Izumi: also the moon needs to be imported into the Grid Database&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:23]  Charles Krinkeb: How can we converge our understanding to help? Are there some WriteLines that should be added that help console diagnosis?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Nebadon Izumi: only time you see the Moon in grid servers&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Charles Krinkeb: pffft the moon&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Nebadon Izumi: is if you have it cached&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Neas Bade: :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Mircea Kitsune: From what i've seen and noticed and believe, i see adding some new features very important. there are probably many other issues though&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Nebadon Izumi: if you dont have it cached you see a cloud&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  More Wright: someone run it through a profiler on mono&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Mircea Kitsune: yeah got the clowd/moon bug too&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Neas Bade: the mono profiler is pretty decent&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:24]  Teravus Ousley: Keep an eye out for loops that run continuously while not meaning to&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:25]  Neas Bade: it's how I realized we were using 1 GB of ram for terrain textures we never used&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:25]  Jamie David: :&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:25]  Charles Krinkeb: Most of you have accounts on the openmv.org system. Does someone know how to run the profiler?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:25]  Jamie David: :-) claps TY&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:25]  Neas Bade: mono --profiler OpenSim.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Mircea Kitsune: brb&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Charles Krinkeb: brb&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Gerhard D: Is there a similar tool for the VS envirnoment?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Neas Bade: be forwarned that it slows things down a lot&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Gerhard D: Is there a similar tool for the VS envirnoment?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Nebadon Izumi: yea i tried that the other day neas&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Neas Bade: http://www.mono-project.com/Performance_Tips&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:26]  Nebadon Izumi: it really slows things down&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:27]  Mircea Kitsune: back&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:27]  Neas Bade: nebadon, did you try the statistical profiler?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Neas Bade: mono --profile=default:stat program.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Neas Bade: ?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Nebadon Izumi: i turned it off&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Nebadon Izumi: yes&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Nebadon Izumi: thats what i did&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Nebadon Izumi: i could hardly move&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Nebadon Izumi: so i restarted with out it&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:28]  Neas Bade: well, in the hardly moving it should have given you some reasonable idea of which functions were eating everything&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:29]  Neas Bade: it's going to be one of those hard nuts to crack in some ways. We are finally getting enough function to be able to run closer to linden scale on a sim, and the scalability issues are going to start to become something we run into more often now&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:30]  Nebadon Izumi: my only worry is at this point we dont have scripting functioning&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:30]  Nebadon Izumi: and we are already surpassing 100% cpu usage&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:30]  Neas Bade is going to dive into udp code soon to try to make that a bit nicer in the hope that it will help&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:31]  More Wright: yeah well I think while we don't use scripting we should actually stop loading and initialising the scripting modules as for each region , 5 threads are getting created just for scripting we don't use&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:31]  Charles Krinkeb: I'll take on the profiler with Nebadon.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:32]  Charles Krinkeb: I have a suggestion. Can someone in Europe or Asia consider creating a &amp;quot;Assistance Hour&amp;quot; or another &amp;quot;Test Hour&amp;quot; at a time convenient to Europe/Asia?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:32]  Nebadon Izumi: another major problem on osgrid is that region to region comms seem to fail alot&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:32]  Gerhard D: This *is* convenient for europe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:32]  Mircea Kitsune: yeah, this is good&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  Charles Krinkeb: Chi: Is this good for you/&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  More Wright: I think the saturday hour is fine for europe , this is okay except its early evening so sometimes I'm tied up with family&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  Gerhard D: Yes. But that is the case on every day for me&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  Jamie David: I am in Thailand and happy to help in the assistance hour.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  Teravus Ousley: heh heh&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:33]  Chillken Proto: it's ok for me, but perhaps a little early for a general test hour here&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Mircea Kitsune: the only problem is that with hours, we can get tied up and forget. A clear notice saying &amp;quot;the meeting is starting in 5 minutes&amp;quot; somewhere would be nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Jamie David: LOL&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Charles Krinkeb: Jamie/Chi. May I suggest you caucus and consider setting up something at your convenience?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Neas Bade: has anyone seen Tleiades in a while?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Jamie David: :_)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Neas Bade: I'm curious how his grid inventory stuff is progressing&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Charles Krinkeb: no. I have been looking for several days and not seen him.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Nebadon Izumi: no&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  More Wright: no I was thinking that today, that I haven't seen him around for a while&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Neas Bade: or Tedd and scripting&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Nebadon Izumi: hes been missing for over a week&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  Nebadon Izumi: i saw Tedd&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:34]  More Wright: Tedd is around, just busy&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:35]  Nebadon Izumi: tedd is very busy though&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:35]  Neas Bade: fair enough&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:35]  Nebadon Izumi: Tleiades though seems to be MIA&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:36]  Charles Krinkeb: Is there anything we can do in testing to help Tedd with getting scripting going again?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:36]  Nebadon Izumi: im just wondering if its even wise with the heavy CPU usage we are getting to even try to do scripting at this point&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:36]  More Wright: don't think so until he at least gets it working as now I think its not loading correctly&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Charles Krinkeb: What else is important in the next week?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Neas Bade: nebadon, it's and important feature of the environment&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  More Wright: yeah I think we need to at least sort this 100+ CPU issue out before we do too much on scripting&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Mircea Kitsune is for scripting, but as a plugin you can or can not set on your sim, so if you have cpu usage you dont&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Neas Bade: right&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: yea that makes sense&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Teravus Ousley: I drag a script into an object after hacking it.. and get script compile errors.. unfortunately, I don't understand it enough to figure out what to do about it.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: OpenSim.ini option scripts = true&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: something like that&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Mircea Kitsune: Just like physics, you disable or enable scripting from opensim.ini&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:37]  Nebadon Izumi: yea great idea&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: script_engine = true&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:38]  Nebadon Izumi: that would be good&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:38]  Mircea Kitsune: yeah, that would be really great&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:38]  More Wright: yeah well we need work done on the module loader before we can have that, but yeah something like that is how it should work&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:39]  Teravus Ousley: heh, it should also be configurable from the estate manager's box :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:39]  Teravus Ousley: still unimplemented&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:39]  Mircea Kitsune: Anyway, from what i poked around, a inventory that gets saved is also a big priority&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:40]  More Wright: are there any other issues? hmm good you brought up estate , we still really need that sorted out and stop all regions sharing that single file&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:41]  More Wright: well Inventory mostly works in standalone mode and Tleiades was working on getting it working in grid mode&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:41]  Neas Bade: estate manager stuff is definitely in need of help&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Neas Bade: it's actually worse than all regions share one, they all clobber one&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Mircea Kitsune: hmm, this would bring up a wuestion; what if someone is not running opensim.exe to save their inventory, and connect here only with the client? they wont have inventory saved if its saved only on their computer, no?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Mircea Kitsune: *question&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  More Wright: and we need longer days still, the days feel too real, ie they go past so quickly I wonder where they have gone and have no work to show for them&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Neas Bade: hehehe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Mircea Kitsune: yeah, sun spins way too fast&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Teravus Ousley: :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:42]  Neas Bade: well, if you set day length to 24.0 you'll get realtime&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: well, not accounting for earth tilt and the like&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:43]  Teravus Ousley: Who needs earth tilt anyway?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:43]  Teravus Ousley: :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:43]  Neas Bade: when I actually get a free saturday, I figured I'd implement real earth tilt sun&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:43]  More Wright: yeah the world that LL designed and we have stuck with is flat&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Neas Bade: where you just plug in you longitude and latitude, and it would day progress correctly&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Charles Krinkeb: sdague. The algorithm LL uses for sun cycles is in the secondlife wiki under LSL scripting.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Gerhard D: Ok. I just heard, we need another physics engine for shperic sims :-)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Mircea Kitsune: redesign the sun you mean? Cuz LL is still working onWindilight i heard... that new skybox system whcih was out once and looked splendid&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Teravus Ousley: Spheric sims? :P&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Neas Bade: Gerhard, you need sphereical land first :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:44]  Gerhard D: :-)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Neas Bade: oh, I've got a first past on unlinking in my inbox right now from another IBMer&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Nebadon Izumi: yea personally i dont think 256x265m would make a good sphere&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Gerhard D: Ok. Another scene manager too&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Neas Bade: I'm going to look it over and if it looks good, get it into the tree&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Charles Krinkeb: Is there anything we can or should do about some of the non-english speaking engineers that are showing up recently on #opensim?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Neas Bade: ckrinke, I think for right now, they'll have to just muddle through&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:45]  Mircea Kitsune: Maybe a translatror irc bot for them to use optionally, but that would probably be hard&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:46]  More Wright: not really much we can do unless we already have someone who can speak their language&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:46]  Chillken Proto: speaking of linking, physics doesn't seem to work with the child objects in the group yet&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:46]  Teravus Ousley: nope, not supported yet&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:46]  Nebadon Izumi: Linking is a sticky issue&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:46]  Teravus Ousley: Single physical prim are what's supported at this moment.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:47]  Mircea Kitsune: Yes. I reported this bud together with others, in linked prims you only get collisions on the main one.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:47]  More Wright: has any work/thought been given to what interface changes we need to do for the physics plugins?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:47]  Jamie David: no no linking then no workie. :-(&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:47]  Mircea Kitsune: Also, unlinking is a priority i think.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:47]  Teravus Ousley: There hasn't been any discussion on it.. so I've sort-of moved ahead on a few ideas to help shape it.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  Charles Krinkeb: Is it fair to say that DanXor needs to help spearhead physics interface changes along with Ter and Ger?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  Gerhard D: I have some ideas about a test bench for the physics engines&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  Nebadon Izumi: actually unlinking is low priority at this point&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  Gerhard D: to test them under conditions that are more repeatable then &amp;quot;in world&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  Teravus Ousley: particularly with PhysicsActor, there's been some improvements that we are taking advantage of now.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:48]  More Wright: well yeah but I think they need to be public discussions, as the changes they do effect other parts too (like the Scene/Region)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Mircea Kitsune: Not really so low i think... objects have a slight importance too. and if you forgot and linked something by mistake, your object is tuined then&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Mircea Kitsune: or prim set, not object as in link set&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Nebadon Izumi: yea but stability and comms are priority right now&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Gerhard D: So there might be some things I'd like to see in the interface like &amp;quot;set single step&amp;quot; and so on&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Mircea Kitsune: yeah.. true i guess&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Nebadon Izumi: linking /unlinking doesnt give us either&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Charles Krinkeb: Is anyone working on avatar customization. This seems to be a recurring complaint also.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Nebadon Izumi: we need inventory charles&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Teravus Ousley: So far, the scene can take or leave the changes. to physics actor. They're all event type stuff that the SceneObjectPart, or ScenePresence can latch on to if it needs to&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:49]  Mircea Kitsune: yeah, a still inventory&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: yeh, that's an inventory related issue I think&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Gerhard D: Guys. I have to leave&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Nebadon Izumi: ooooh&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Charles Krinkeb: Can we encourage any of the newly arrived developers to work in this arena, or should we?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Teravus Ousley: ok, Gerhard.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Nebadon Izumi: i have a bug&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Gerhard D: See you on IRC tomorrow&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Mircea Kitsune: see you next time :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Gerhard D: Bye&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Nebadon Izumi: Sitting on a Prim&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Charles Krinkeb: by gerhard&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Jamie David waves at Gerard&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Nebadon Izumi: and chatting&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Jamie David: Gerhard&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Neas Bade: ok, I think this unlink patch looks pretty decent. I'm going to move it into the tree and we can modify it from there&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:50]  Nebadon Izumi: = very bad&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  More Wright: yeah once we have grid inventory done, then persistance of what a avatar is wear is just a bit of glue code (maybe adding some extra fields to a database)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Charles Krinkeb: Mantis??&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Nebadon Izumi: if you sit on a prim now and chat&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Nebadon Izumi: you get stuck&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Nebadon Izumi: and sometimes the sim crashes&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Mircea Kitsune: can you sit on prims? it didnt work for me&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Chillken Proto: that should be fixed now&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Neas Bade: nebadon, this that in mantis&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Neas Bade: you can sit on phantom prims&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Mircea Kitsune: nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Nebadon Izumi: you sure chillken?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:51]  Neas Bade: nebadon, make a block, lets see :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Chillken Proto: in 2349, i think&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Mircea Kitsune: yeah, it does the same to me&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Neas Bade: it has to be phantom&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Mircea Kitsune: flies around it but doesnt sit&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Neas Bade: otherwise the physics bounces you off it&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Mircea Kitsune: no sitting on the ground either&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Charles Krinkeb: We are running r2349 today&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Jamie David: OOOO bouncie bouncy&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:52]  Mircea Kitsune: wow.. nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Jamie David: well physics is working well. LOL&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Chillken Proto: the animation is still weird, though....&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Charles Krinkeb: physical is not set on &amp;quot;Wright Plaza&amp;quot;, but is set on &amp;quot;Yang&amp;quot;, next door.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Nebadon Izumi: indeed it is fixed&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Neas Bade: animation collitions are funny&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:53]  Neas Bade: like typing flying&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: typing while flying....&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Mircea Kitsune: nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Teravus Ousley: heh heh&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Chillken Proto: hehe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Mircea Kitsune: a fly animation would be nice also&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: and apparently I don't stop typing&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: it's there now mircea&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Mircea Kitsune: wait, there is one now? i didnt have that either at my sim&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Charles Krinkeb: After the meeting, I encourage folks to walk or fly to the &amp;quot;Triangle Pavillion&amp;quot;, &amp;quot;Monopoly Park&amp;quot; and &amp;quot;Treehouse&amp;quot;, all courtesy of Nebadon this last weekend.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Mircea Kitsune: wow... so much done in only one day :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:54]  Neas Bade: dude, you are so 10 changesets ago ;)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Teravus Ousley: :D&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Mircea Kitsune: i dotnloaded the last opensim yesterday&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Chillken Proto: i think the updateMovementAnimations code needs some loving&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Mircea Kitsune: ah, another question&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Charles Krinkeb: Also, you should be able to walk dont the paths to some of the adjacent sims now. Particularly the four on the corners.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Mircea Kitsune: i have my sim already, and want to update the nightly build. how do i update it without overwriting my sim?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Teravus Ousley: lol, I'm in agreement with you Chi11ken&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  Charles Krinkeb: &amp;quot;down the paths&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:55]  More Wright: maybe we need to have guided tours&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  danx2 danx0r: hi folks&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  Charles Krinkeb: Just walk around. The whole thing is taking shape. Its too small for guided tours.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  Teravus Ousley: Hi Dan&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  Charles Krinkeb: hi dan&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  Chillken Proto: being able to attach prims to the avatar would also be cool&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:56]  danx2 danx0r: is this ODE? it's acting a bit strange&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Charles Krinkeb: Mircea: Ask on irc. its not toughe&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Mircea Kitsune: yes, attachments are important too. but of course, not before inventory itsself working&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Mircea Kitsune: ok&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Charles Krinkeb: Yes, this is ODE, r2349&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Teravus Ousley: heh, it needs to be tweaked some more. Added 'walk vs run'&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  More Wright: yeah we need inventory before we can really have attachments (I think)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  danx2 danx0r: I had trouble climbing the stairs&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Neas Bade: teravus made the incline acceptance level a bit harsh :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:57]  Mircea Kitsune: Attachments should probably be easy, i looked in the code but understood nothing &amp;gt;.&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Nebadon Izumi: uhm&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: my stairs stopped working in my opensim as well&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Nebadon Izumi: i couldnt see anyones typing&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  danx2 danx0r: mk&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Nebadon Izumi: when i was sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Charles Krinkeb: 5 minutes left. What other important things need to be at least mentioned today?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: people should put opinions they have on REST grid interface onto the list&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  danx2 danx0r: did I miss any physics talk?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  Neas Bade: adam kicked off a thread there about it&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:58]  danx2 danx0r: did I miss any physics talk?&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  Teravus Ousley: sorta ..&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  danx2 danx0r: sorry, I'll catch up on IRC later&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  Nebadon Izumi: stand very close to the ball&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  danx2 danx0r: sitting is still problematic I see&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  Charles Krinkeb: DanXor. I think the consensus is there may be some physics interface changes and perhaps you should honcho along with Ter &amp;amp; Ger to make the changes happen.&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  Neas Bade: in watching how badly the event dispatch happens under load, I'd suggest against an events based physics model&amp;lt;br/&amp;gt;&lt;br /&gt;
[11:59]  Nebadon Izumi: you need to be like in the ball&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  Mircea Kitsune: it still spins and doesnt sit&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  Teravus Ousley: right now, I'm for 'limited' events&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  More Wright: well Charles, any changes to the physics interfaces need to be talked about a bit first&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  Teravus Ousley: with careful attention to how limited it is.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  danx2 danx0r: teravus - sitting problem is probably due to avatar control logic&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  Charles Krinkeb: Perhaps &amp;quot;mailing list&amp;quot; ideas for physics changes?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  More Wright: yup&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:00]  Mircea Kitsune: Myself, i would mention scripting and inventory as important features... alongside bug fixes which are very important too&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  danx2 danx0r: we ned to turn it off, sit down, adjust until no interpenetration, then re-enable control&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: problem though&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: when im sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: i dont see anyones text from chat&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Neas Bade: oh, two other minor physics issues&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: i see arms moving&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: but i dont see what they say&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Neas Bade: when something is being editted, it should have physics off&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Neas Bade: even if physical&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Mircea Kitsune: weird issue... what would sitting have to do with chat?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  More Wright: when we sit down, is the scenepresence getting set as a childagent?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Nebadon Izumi: its a scene issue&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  danx2 danx0r: nebadon -- good idea running around, you need to burn off some calories&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:01]  Chillken Proto: not anymore&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: chillken&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: sit&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: i just did it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Neas Bade: and it would be nice if flying stopped when you hit a surface other than the ground&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Chillken Proto: now the avatar is set as nonphysical, but not a childagent&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: i couldnt see anything anyone was typing&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Mircea Kitsune: the sitting issue was present in sl main grid too&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: put your avatar inside the sphere&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  Nebadon Izumi: then sit on it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:02]  danx2 danx0r: what sphere?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Nebadon Izumi: see&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Nebadon Izumi: can you see anything anyone is typing chillken?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Chillken Proto: yeah, it seems ok&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Nebadon Izumi: someone els etype who isnt sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Nebadon Izumi: see&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:03]  Nebadon Izumi: we cant see them&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Chillken Proto: heh... wow....&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: yep&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Neas Bade: it will walk you to it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: cant see you guys talking&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Mircea Kitsune: ok, i have to go now, will be back in around an hour. Great stuff, hope things will go well. im alway willing to help in case i know with something&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: put your avatar inside the small speher&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Neas Bade: oh, it used to walk yo uto it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: then sit on it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Teravus Ousley: ok, take care Mircea&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:04]  Mircea Kitsune: bye&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Nebadon Izumi: lol neas&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Teravus Ousley: I see what you typed&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Charles Krinkeb: bye, mircea&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Nebadon Izumi: test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  More Wright: test back&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Charles Krinkeb: I suggest we walk or fly outside before we leave to see what nebadon has done with the place.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:05]  Nebadon Izumi: lol&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  danx2 danx0r: are these balls scripted?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  Charles Krinkeb: no, dan&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  Nebadon Izumi: nope&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  More Wright: why when I try to sit, do I start flying?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  Nebadon Izumi: MW stand in the sphere&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  Nebadon Izumi: it needs tweaking&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:06]  Chillken Proto: i think that's the client-side autopilot&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  More Wright: what sphere?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Nebadon Izumi: on the chair&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Nebadon Izumi: in the center&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Nebadon Izumi: there is a small black sphere&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Teravus Ousley: Physics moves you too fast when flying.. and you overshoot the sphere&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Chillken Proto: LL does some crazy stuff to try to position you correctly server-side for sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  t an: so i missed the boring parts of the meeting and just see you having fun, i guess :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:07]  Chillken Proto: we may have to implement something similar...&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:08]  t an: whoa&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:09]  Chillken Proto: using &amp;quot;sit here&amp;quot; scripts may make sitting easier&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:09]  Nebadon Izumi: hang on&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:09]  Neas Bade: avatars also seem to have a bit more inertia than before&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:09]  Teravus Ousley: 'more inertia'?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:09]  Neas Bade: they are harder to push&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:10]  Teravus Ousley: Yes, I'm aware of that.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:10]  Nebadon Izumi: yea sit on click doesnt work either&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:10]  Teravus Ousley: walking.. you move slightly slower then before.. and it takes longer to overcome friction of the ground&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:10]  More Wright: what is the record for the number of people in a region, still that 20 that was set months ago?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:10]  Neas Bade: yeh, it's actually a bit jarring. The old walk was nicer&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Neas Bade: the new one feels a bit more like molases&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Nebadon Izumi: yea the old walk was faster than the linden walk thogh&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Charles Krinkeb: Mw. Dalien tells me it was 22&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Charles Krinkeb: And thats still the record.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Nebadon Izumi: and!&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Neas Bade: I think with physics enabled, we're going to have a hard time beating that number for a bit&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Nebadon Izumi: 22 was Basic Physics remember&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:11]  Nebadon Izumi: ther record for ODE is 14&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Nebadon Izumi: here on Wright Plaza&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Neas Bade: I definitely did at least 18 on ODE on my box on thursday&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Nebadon Izumi: nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Neas Bade: but it was pegged hard at that point&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Nebadon Izumi: well thats the record&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Nebadon Izumi: hehe&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Charles Krinkeb: Got it. 22=basicphysics, 18=ODE, current record.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Neas Bade: like, no one else can log in pegged hard&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  More Wright: yeah but once we get the current CPU issue fixed, think we should be abl;e to get near it, as a lot has been done since we did that test&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:12]  Jamie David: Time for bed. Night all thank you. :-)&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Nebadon Izumi: bye jamie thanks for coming&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  More Wright: bye&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Charles Krinkeb: This Saturday &amp;quot;Test Hour&amp;quot; has a good chance of breaking that record. We should strive for reliability on &amp;quot;Wright Plaza&amp;quot; for that Saturday.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Jamie David: honor and pleasure.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Charles Krinkeb: Bye, Jamie.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Charles Krinkeb: I need to head out also as I am at work.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  Teravus Ousley: heh, pretty soon, I'm going to also release 'Avatar Picker' working in standalone mode too :D.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:13]  More Wright: yeah we had what 14 people and about 20000 bouncing hippos last saturday&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:14]  Neas Bade: :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:14]  Nebadon Izumi: hehe and missles&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:14]  Nebadon Izumi: that was pretty fun&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:15]  More Wright: yup, it was a good test as well, I was surprised that the region didn't crash at all&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:15]  Nebadon Izumi: yea me either actually&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:15]  Nebadon Izumi: hehe&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:15]  Nebadon Izumi: not sure we could repeat that today&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:15]  Neas Bade: :)&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:16]  Teravus Ousley: Dan, flying moves a bit too fast for the autohandler to kick in properly. It should speed up..&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:16]  Neas Bade: even with all the issues, the progress is still pretty awesome&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:16]  Nebadon Izumi: hmm doesnt appear we can see what dan is typing either&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Teravus Ousley: .. you end up overshooting your sit point and doubling bac&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Neas Bade: I don't think he can hear us either&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Teravus Ousley: bah&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Nebadon Izumi: yea he cant&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Neas Bade: I lost chat when I sat just a second ago&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Nebadon Izumi: yea&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:17]  Nebadon Izumi: seems theres some issues there still&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:18]  Teravus Ousley: he's probably wondering why I was jumping around like a monkey&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:18]  Charles Krinkeb: my guys abandoned me for lunch, so its cheetos and coke at my desk, so I'm back.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:18]  Nebadon Izumi: nice&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:18]  Nebadon Izumi: i want cheetos too&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:18]  Neas Bade: time for a healthy breakfast?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Charles Krinkeb: Neas: Is there anything we are doing with &amp;quot;Wright Plaza&amp;quot; and OSGrid that you would suggest we should not be doing or should change our strategy a bit?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Neas Bade: I don't think so, it seems pretty solid at the moment&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Teravus Ousley: heh, the avatar height code is kind of funky: m_avHeight = (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f))) + (((float)m_visualParams[125] / 255.0f) / 1.5f);&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Neas Bade: though local inventory isn't working any more?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Nebadon Izumi: charles did you see what cprior said about the server last night?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Teravus Ousley:  Teravus : Nifty AV Height Getting Maaaaagical formula. Oh how we love turning 0-255 into meters.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:19]  Nebadon Izumi: he figured out what the zombies were&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Charles Krinkeb: I'm thinking more in terms of how we purport ourselves on #opensim with new users as we invite them in here and how the region is designed and fits with the adjacent regions.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Nebadon Izumi: search engine bots were crawling the viewvc site and when they hit a certain point it was killing the CPU&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Nebadon Izumi: so he did a robots.txt to block the bots&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Nebadon Izumi: and he also removed the broken hyperlink&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Charles Krinkeb: CPrior??&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:20]  Nebadon Izumi: yes&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:21]  Charles Krinkeb: you are kidding, &amp;quot;BOTS&amp;quot; were hurting us?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:21]  More Wright: yeah to be honest, I'm wondering if a region at the moment should be running on the same box as the UGA as if there is a problem with that region, then it takes them with it&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:21]  Nebadon Izumi: yep&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:21]  Charles Krinkeb: I can see if I can get at least a backup on the test server that Adam provided by this weekend.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:21]  Nebadon Izumi: yea it might be good to move wright plaza to that server&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:22]  Charles Krinkeb: Let me work on that in the background, please. I am a lot less grumpy when I have a few days to think it through.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:22]  Nebadon Izumi: sure take your time&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:22]  Nebadon Izumi: no rush&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:23]  Nebadon Izumi: that server is FC6?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:23]  Charles Krinkeb: I think so.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:23]  Nebadon Izumi: yea i remember adam asking what you wanted&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:23]  More Wright: has moving wright plaza nearer to the other regions had any effect?&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:24]  Nebadon Izumi: well other than flushing out the severity of region to region coms&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:24]  Nebadon Izumi: no&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:24]  Nebadon Izumi: it hasnt effected this region&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:24]  Nebadon Izumi: other than you can fly away into oblivion if you cross the border some times&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:24]  Charles Krinkeb: Well, a little. Mostly in the fact that when one has problems, the adjacent one tends to have problems, but these are managable.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:25]  Charles Krinkeb: I think the key reliability issue is the freeze right now. That obscures any other issues.&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:25]  More Wright: yeah well the flying into oblivion sometimes has always been a problem and is there so people from SL feel that bit more at home&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:25]  Nebadon Izumi: lol&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:25]  Nebadon Izumi: thats in the SL Emulator Module&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  Charles Krinkeb: Why dont you guys walk across the border to nebadon's regions and see what happens right now??&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  More Wright: lets do a mass crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  Neas Bade: sounds good, lead the way&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  Neas Bade: it's the great pilgramage&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  Nebadon Izumi: ok&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  Charles Krinkeb: Neb, you are center stage&amp;lt;br/&amp;gt;&lt;br /&gt;
[12:26]  More Wright: nebadon , its your region, so you should lead&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Office_hours</id>
		<title>Office hours</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Office_hours"/>
				<updated>2007-11-14T00:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: added 2007-11-13 log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenSim weekly office hours are held in an OpenSim world somewhere on the Internet.  The purpose of these office hours is to created a focussed weekly discussion on the state of OpenSim, and things that need attention.  It is intended for people wishing to become contributors to the project, so if you show up, you'll probably walk away with something on your todo list.&lt;br /&gt;
&lt;br /&gt;
The office hours are held on Tuesdays at 19:00 UTC.  This corresponds to:&lt;br /&gt;
* 11:00 - San Francisco (U.S.A. - California)&lt;br /&gt;
* 14:00 - New York (U.S.A. - New York)&lt;br /&gt;
* 19:00 - Oslo (Norway)&lt;br /&gt;
* 02:00 Wed - Perth (Australia)  (sorry adam)&lt;br /&gt;
&lt;br /&gt;
The office hours will take place at the sim &amp;quot;Wright Plaza&amp;quot; on osgrid, which was called &amp;quot;Sang&amp;quot; until last Friday. &lt;br /&gt;
&lt;br /&gt;
To get to this sim, make sure you have created an account with the normal first, last and password and set the home location to &amp;quot;Wright Plaza&amp;quot;. This is done at http://www.osgrid.org.&lt;br /&gt;
&lt;br /&gt;
Then startup the client with a -loginuri of &amp;quot;-loginuri http://osgrid.org:8002&amp;quot; and you should arrive on &amp;quot;Wright Plaza&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Previous Agenda Items ===&lt;br /&gt;
&lt;br /&gt;
Cfk would like to suggest that we give some thought to the following bugs.&lt;br /&gt;
#) Remoting exceptions with adjacent non-running sims.&lt;br /&gt;
#) Prim unlinking.&lt;br /&gt;
#) Enabling the script editor from the edit prim dialog box.&lt;br /&gt;
#) jpeg/ode dll and glibc-2.4 exceptions and stability.&lt;br /&gt;
#) GridServer.exe locks up in r2090 and works fine in r2060 on OSGrid.&lt;br /&gt;
#) Enabling avatar 'sit' on a prim.&lt;br /&gt;
#) More progress on avatar customization consistency. (Avatar changes when crossing region boundaries).&lt;br /&gt;
&lt;br /&gt;
== Logs ==&lt;br /&gt;
&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-09]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-16]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-23]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-10-30]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-06]]&lt;br /&gt;
* [[Chat log from the meeting on 2007-11-13]]&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/FAQ</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/FAQ"/>
				<updated>2007-11-12T03:34:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chi11ken: added link to TechRef&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of frequently asked questions.  Please add anything you think is reasonable here.&lt;br /&gt;
&lt;br /&gt;
= What is OpenSim? =&lt;br /&gt;
&lt;br /&gt;
OpenSim is a platform for operating a virtual world, and supports multiple independent regions connecting to a single centralized grid.  This is somewhat similar to the web, where anyone can run their own web server, tied together through the internet.  It can also be used to create a private grid, analogous to a private intranet.&lt;br /&gt;
&lt;br /&gt;
=== What is a region? ===&lt;br /&gt;
&lt;br /&gt;
A region is what you see when you log into OpenSim.  It is the physical place (well, virtually physical) where avatars move and interact.  It is a square patch of land which may contain an island, mountains, a plain, buildings, etc., or just an ocean.&lt;br /&gt;
&lt;br /&gt;
=== What is the grid? ===&lt;br /&gt;
&lt;br /&gt;
The grid is the level that organizes the regions and their positions in the world, and handles things that need to exist across regions, such as a user's inventory.  You can think of it as similar to the world map.&lt;br /&gt;
&lt;br /&gt;
=== What does ... mean? ===&lt;br /&gt;
&lt;br /&gt;
See [[OpenSim:TechRef]] for definitions of some terms commonly used in OpenSim.&lt;br /&gt;
&lt;br /&gt;
= Building OpenSim =&lt;br /&gt;
&lt;br /&gt;
=== I can't find any build files or solution files ===&lt;br /&gt;
&lt;br /&gt;
* If you're on Windows, run &amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt; - on Linux/Mac &amp;lt;tt&amp;gt;runprebuild.sh&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== VS2005 won't open the .sln file ===&lt;br /&gt;
&lt;br /&gt;
* Try running VS2005 C#. You are probably running VS2005 C++. This is a C# project.&lt;br /&gt;
&lt;br /&gt;
= Running OpenSim =&lt;br /&gt;
&lt;br /&gt;
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===&lt;br /&gt;
&lt;br /&gt;
* Do a '&amp;lt;tt&amp;gt;cd bin&amp;lt;/tt&amp;gt;' followed by '&amp;lt;tt&amp;gt;chmod a+x *&amp;lt;/tt&amp;gt;' to make all dll files executable.&lt;br /&gt;
&lt;br /&gt;
=== I cannot start my sim ===&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Running]].&lt;br /&gt;
&lt;br /&gt;
= Configuring OpenSim =&lt;br /&gt;
&lt;br /&gt;
First, read [[OpenSim: Configuration]].&lt;br /&gt;
&lt;br /&gt;
=== Where can I get a new UUID for my sim config? ===&lt;br /&gt;
&lt;br /&gt;
Use '&amp;lt;tt&amp;gt;uuidgen&amp;lt;/tt&amp;gt;' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].&lt;br /&gt;
&lt;br /&gt;
=== Can I run multiple regions with OpenSim? ===&lt;br /&gt;
&lt;br /&gt;
Yes.  To do this add another xml file to &amp;lt;tt&amp;gt;bin/Regions&amp;lt;/tt&amp;gt;. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). The script &amp;lt;tt&amp;gt;share/regions/make.php&amp;lt;/tt&amp;gt; may be useful for generating region files automatically.  Once the new region files have been added to &amp;lt;tt&amp;gt;bin/Regions&amp;lt;/tt&amp;gt;, restart OpenSim.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;tt&amp;gt;sim_location_x&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;sim_location_y&amp;lt;/tt&amp;gt; should be in adjacent regions, so you will be able to run back and forth between regions.&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Configuration]].&lt;br /&gt;
&lt;br /&gt;
=== How do I enable prim storage? ===&lt;br /&gt;
&lt;br /&gt;
* In the &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file, change the &amp;lt;tt&amp;gt;storage_plugin&amp;lt;/tt&amp;gt; so it points to &amp;lt;tt&amp;gt;OpenSim.DataStore.MonoSqlite.dll&amp;lt;/tt&amp;gt; (&amp;lt;tt&amp;gt;storage_plugin =  OpenSim.DataStore.MonoSqlite.dll&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note: you can specify the same database for all &amp;lt;tt&amp;gt;region.xml&amp;lt;/tt&amp;gt; files, as information in the database is stored with the region.&lt;br /&gt;
&lt;br /&gt;
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.&lt;br /&gt;
&lt;br /&gt;
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===&lt;br /&gt;
To enable these extra textures for your use, you must delete your &amp;lt;tt&amp;gt;regionassets.yap&amp;lt;/tt&amp;gt; file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!&lt;br /&gt;
&lt;br /&gt;
=== What databases are supported in OpenSim? ===&lt;br /&gt;
Right now the only database supported is sqlite.  This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup.  The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.&lt;br /&gt;
&lt;br /&gt;
=== Can I export all my prims, for safe keeping? ===&lt;br /&gt;
&lt;br /&gt;
Yes.  From the console type &lt;br /&gt;
 save_xml yourbackupfile&lt;br /&gt;
&lt;br /&gt;
You can later load those prims with&lt;br /&gt;
 load_xml yourbackupfile&lt;br /&gt;
&lt;br /&gt;
This is also a good way to dump and clone prims from one OpenSim server to another.&lt;br /&gt;
&lt;br /&gt;
= Something Has Gone Wrong! =&lt;br /&gt;
&lt;br /&gt;
=== I get a timeout during region handshake ===&lt;br /&gt;
&lt;br /&gt;
* Do you have the correct IP in your Regions\* config files?&lt;br /&gt;
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.&lt;br /&gt;
&lt;br /&gt;
=== I cannot connect to my OpenSim ===&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Connecting]].&lt;br /&gt;
&lt;br /&gt;
=== I can connect but cannot move ===&lt;br /&gt;
&lt;br /&gt;
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Configuration]].&lt;br /&gt;
&lt;br /&gt;
=== From time to time my Avatar seems to get stuck ===&lt;br /&gt;
Right now there is a bottle neck when syncing prims off to the database.  This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced.  It is a known issue based on legacy architecture of some of the data storage code.  We hope this will be removed soon.&lt;br /&gt;
&lt;br /&gt;
=== I have problems with viewing the worldmap ===&lt;br /&gt;
&lt;br /&gt;
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.&lt;br /&gt;
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...&lt;br /&gt;
* Reason: your svn source trunk does not have the correct (or whatever...) &amp;lt;tt&amp;gt;libopenjpeg-libsl&amp;lt;/tt&amp;gt; library.&lt;br /&gt;
* Solution: get the newest code from libsecondlife (&amp;lt;tt&amp;gt;svn co svn://opensecondlife.org/libsl/trunk&amp;lt;/tt&amp;gt;), '&amp;lt;tt&amp;gt;make&amp;lt;/tt&amp;gt;' manually in the subdir &amp;lt;tt&amp;gt;openjpeg-libsl&amp;lt;/tt&amp;gt;, and copy the resulting &amp;lt;tt&amp;gt;libopenjpeg-libsl-2.1.2.0.so&amp;lt;/tt&amp;gt; into your OpenSim &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; subdir, overwriting the existing one.&lt;br /&gt;
* Recompile &amp;amp; restart OpenSim.&lt;br /&gt;
&lt;br /&gt;
= Exceptions on the Console =&lt;br /&gt;
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.&lt;br /&gt;
&lt;br /&gt;
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===&lt;br /&gt;
 Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&lt;br /&gt;
 at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&amp;amp;)&lt;br /&gt;
 at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]&lt;br /&gt;
 at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]&lt;br /&gt;
 at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]&lt;br /&gt;
&lt;br /&gt;
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:&lt;br /&gt;
* You have an old processor (libopenjpeg has been compiled with optimizations)&lt;br /&gt;
* You are running in 64bit mode (none of the native libs are built for 64bit)&lt;br /&gt;
&lt;br /&gt;
You can rebuild your own libopenjpeg from source, or run in a compatible environment.&lt;br /&gt;
&lt;br /&gt;
= OpenSim in the Wild =&lt;br /&gt;
&lt;br /&gt;
=== Are there test servers running OpenSim I can connect to? ===&lt;br /&gt;
&lt;br /&gt;
Yes.  Check out http://www.deepgrid.com, http://osgrid.org&lt;br /&gt;
&lt;br /&gt;
There are also often many private servers up for testing.  Hang out on the IRC channel (efnet #opensim), and troll for URI's.&lt;br /&gt;
&lt;br /&gt;
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===&lt;br /&gt;
&lt;br /&gt;
No, OpenSim islands cannot connect to the Linden Lab grid.&lt;br /&gt;
&lt;br /&gt;
= Terrain Tidbits =&lt;br /&gt;
=== What programs can I use to create terrains for OpenSim? ===&lt;br /&gt;
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like [http://www.gimp.org/ Gimp]. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). [http://www.bundysoft.com/L3DT/ L3DT] and [http://www.planetside.co.uk/terragen/ Terragen] are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use [http://www.blender.org/ Blender]. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.&lt;br /&gt;
&lt;br /&gt;
=== Where do I put the files for my terrains? ===&lt;br /&gt;
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory (right where your &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; file is).&lt;br /&gt;
&lt;br /&gt;
=== How do I change the terrain for a group of sims? ===&lt;br /&gt;
First, the file must be in f32 (or f64?) format. This is easy to do with L3DT's export feature. (Use the RAW format and set the options to &amp;lt;tt&amp;gt;Y flipped = true&amp;lt;/tt&amp;gt; and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).&lt;br /&gt;
&lt;br /&gt;
Then, once you have it saved, on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; console, type in:&lt;br /&gt;
&lt;br /&gt;
 terrain load-tile f32 &amp;lt;filename&amp;gt; &amp;lt;image X&amp;gt; &amp;lt;image y&amp;gt; &amp;lt;bottomleftsim X&amp;gt; &amp;lt;bottomleftsim y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:&lt;br /&gt;
&lt;br /&gt;
 terrain load-tile f32 simalpha.raw 512 512 0 0&lt;br /&gt;
&lt;br /&gt;
Next, before you log in, you may want to go to type in:&lt;br /&gt;
&lt;br /&gt;
 terrain multiply 0.4&lt;br /&gt;
&lt;br /&gt;
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.&lt;br /&gt;
&lt;br /&gt;
=== How do I load a terrain file on startup? ===&lt;br /&gt;
Edit the file &amp;lt;tt&amp;gt;startup_commands.txt&amp;lt;/tt&amp;gt; in the bin directory and add the above commands &amp;quot;&amp;lt;tt&amp;gt;terrain load-tile ...&amp;lt;/tt&amp;gt;&amp;quot; and &amp;quot;&amp;lt;tt&amp;gt;terrain multiply ...&amp;lt;/tt&amp;gt;&amp;quot; one per line.&lt;br /&gt;
&lt;br /&gt;
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
= In World Questions =&lt;br /&gt;
&lt;br /&gt;
=== Does in world scripting work yet? ===&lt;br /&gt;
&lt;br /&gt;
Not yet, but there is a lot of work going on here.  Please see [[LlFunction_implementation_status]] for the latest info.&lt;br /&gt;
&lt;br /&gt;
=== Why do I walk through objects? ===&lt;br /&gt;
&lt;br /&gt;
Basicphysics doesn't support collisions between objects (just between you and the ground).  There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.&lt;br /&gt;
&lt;br /&gt;
=== Can I customize my avatar? ===&lt;br /&gt;
&lt;br /&gt;
Yes.  In order to do this:&lt;br /&gt;
* Click the Inventory Button&lt;br /&gt;
* Create -&amp;gt; New Clothes -&amp;gt; Shirt, Pants, etc&lt;br /&gt;
* Create -&amp;gt; New Body Parts -&amp;gt; Hair, Shape, etc&lt;br /&gt;
* Edit those from your inventory&lt;br /&gt;
* Wear them&lt;br /&gt;
&lt;br /&gt;
Your avatar doesn't always face a nice direction for doing this, so you'll need to use the camera operations to see your face for some of the modifications.  This is a known issue, will be fixed in the future.&lt;br /&gt;
&lt;br /&gt;
Also, you'll need to rewear you parts once you first join the environment.  Right now default appearance is always &amp;quot;Ruth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Grid Mode =&lt;br /&gt;
Note: Grid Mode isn't officially supported yet.  As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.&lt;br /&gt;
&lt;br /&gt;
=== I start the sim and it doesn't connect to any grid ===&lt;br /&gt;
&lt;br /&gt;
When OpenSim is first started, it needs configuration.&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Configuration]].&lt;br /&gt;
&lt;br /&gt;
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===&lt;br /&gt;
&lt;br /&gt;
If this error is access denied for &amp;lt;tt&amp;gt;username@localhost&amp;lt;/tt&amp;gt;, the mysql database is not set up.&lt;br /&gt;
&lt;br /&gt;
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.&lt;br /&gt;
&lt;br /&gt;
* See [[OpenSim: Configuration]].&lt;br /&gt;
&lt;br /&gt;
=== I want to run my own Local Grid but one or more servers fail to start ===&lt;br /&gt;
&lt;br /&gt;
* Be sure that you're able to start &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; alone, in Standalone mode, and to be able to login.&lt;br /&gt;
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).&lt;br /&gt;
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.&lt;br /&gt;
* Check again all the &amp;lt;tt&amp;gt;*.xml&amp;lt;/tt&amp;gt; configuration files for any wrong settings or typing errors...!&lt;br /&gt;
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).&lt;br /&gt;
* Delete all &amp;lt;tt&amp;gt;*.xml&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;*.yap&amp;lt;/tt&amp;gt; files in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory if you want to run a full reconfiguration again.&lt;br /&gt;
&lt;br /&gt;
=== After the shiny new grid is running, what is next? ===&lt;br /&gt;
* Make sure one can stop/restart UGA &amp;amp;S (sims). Check out any ordering issues of stop/restart UGA w/o stop/restart sim(s).&lt;br /&gt;
* Make sure one can add/delete both a region and a user from the database.&lt;br /&gt;
* Make sure it runs overnight and check it each morning by logging into 1 or 2 key sims.&lt;br /&gt;
* '&amp;lt;tt&amp;gt;tail -f userserver.log&amp;lt;/tt&amp;gt;' and watch/understand the login process.&lt;br /&gt;
* Make sure when you logoff your system, you can log back on and get control of the UGAS consoles.&lt;br /&gt;
&lt;br /&gt;
= How to ask for help =&lt;br /&gt;
&lt;br /&gt;
=== Before asking for help... ===&lt;br /&gt;
&lt;br /&gt;
* Search the wiki and web before asking for help.&lt;br /&gt;
* Check your configuration files for any obvious defects.&lt;br /&gt;
* Check that you're starting up the processes correctly.&lt;br /&gt;
* See [[OpenSim: Install]].&lt;br /&gt;
* See [[OpenSim: Configuration]].&lt;br /&gt;
* See [[OpenSim: Running]].&lt;br /&gt;
* See [[OpenSim: Connecting]].&lt;br /&gt;
&lt;br /&gt;
=== Asking in IRC ===&lt;br /&gt;
&lt;br /&gt;
IRC channels are &amp;lt;tt&amp;gt;#opensim&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;#opensim-dev&amp;lt;/tt&amp;gt; on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.&lt;br /&gt;
&lt;br /&gt;
* Don't ask to ask, just ask.&lt;br /&gt;
* Phrase your question in the form of a question.&lt;br /&gt;
* Be specific.&lt;br /&gt;
* Explain the problem.&lt;br /&gt;
* Describe how to reproduce the problem.&lt;br /&gt;
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.&lt;br /&gt;
&lt;br /&gt;
=== After you get help ===&lt;br /&gt;
&lt;br /&gt;
* If no-one can help you, please submit a bug.&lt;br /&gt;
* If someone does help you, please document the problem and fix on the wiki on this page.&lt;/div&gt;</summary>
		<author><name>Chi11ken</name></author>	</entry>

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