OpenSim 0.6.8
Green Tamura 06 janvier 2010 - 14:37 Lu 572
Depuis le 23 décembre, les paquets pour compiler OpenSim 0.6.8 sont disponibles au téléchargement au format tar.gz ou .zip. Les exécutable seront peut être disponible prochainement bien que la version précédente ne les ai pas proposés.
Voici les principaux changements entre les version 0.6.8 et 0.6.7
- The minimum level of Mono required to build and run OpenSim is now 2.4.2.
- The version of libomv used by OpenSim was upgraded to 0.8.0-pre.
- The grid service has been moved to the new ROBUST infrastructure. The User and Messaging servers still exist as specific executables. If you’re moving to OpenSim 0.6.8 from 0.6.7 then there is migration information on the wiki. The OpenSim configuration wiki page has also been changed to reflect the current setup situation with 0.6.8.
- Parcel information was added to OpenSim region archives (OARs).
- Inventory Archive (IAR) functionality was improved.
- JPEG2000 texture generation was considerably improved, which should mean less missing texture information in general. However, 64 bit users may see an increase in the number of exceptions with the new CSJ2K code which replaces the OpenJPEG library in various spots. Bug reports are welcome.
- Considerable work has been done to reduce memory leaks.
- Excessive flailing when an avatar walks over very moderately bumpy ground was fixed.
- Objects on sale at L$0 can now be bought.
- The Linden Lab Second Life client stack was overhauled. This should be improve server responsiveness to client requests.
- OpenSim’s use of the Open Dynamics Engine (ODE) physics plugin was improved to increase performance.
- The DotNetEngine scripting engine was removed. We recommend that anybody still using it migrate to the XEngine scripting plugin (which has been the default for sometime). This does not affect anything at the language level - all scripts will continue to work as before.
- The performance and reliability of scene object manipulation code was improved, though some bugs will remain. Linking code is as yet largely unchanged, hence existing object linking bugs very probably still remain.
- Prim collision meshing has been improved.
- An issue where avatars could not automatically land on prims was resolved.











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