| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
object tab
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
counts.
This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
synchronously.
Handling these synchronously kills the inbound packet loop if many requests are made for remote land and those requests are handled slowly or timeout (timeout is 10s)
This can happen if a user searches for "land for sale" and then clicks many of the parcels in the list (or just presses down arrow to move through every entry).
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
IEstateDataStore.GetEstatesByOwner(UUID)
|
|\ \ \ \ \ \ \ \ \ |
|
| |/ / / / / / / /
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
|
|/ / / / / / / /
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Thanks MisterBlue...
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
earlier on.
Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
if a prim should be added to the group count
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
the group count when they are also not group owned.
Also adds simple test for others owned count when an object is added
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
default instead of None
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
yes instead of no.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
match that given for InternalAddress in the config (e.g. 0.0.0.0)
Can't obtain actually bound address until the UDP socket is used for the first time.
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This appears to be the more probable explanation for some failures seen. Either we're counting attachments which are temporarily out of bounds (shouldn't be due to the IsAttachment) check or we're counting scene objects which have out of bounds co-ordinates (seems more likely)
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
I was mistaken - some previous opensim versions don't save this file first. Will have to bump iar version number and only check iars after the bump
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
RegionInfo.InternalEndPoint.Port
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
land objects for co-ordinates outside the region
|
| | | | | | | | |
|
| | | | | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This is done by tainting the counts where appropriate
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
This does not currently count objects that are sat upon (which the viewer ui implies should be included in this count)
|
|\ \ \ \ \ \ \ \ |
|
| | | | | | | | | |
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
in LLClientView
need to move selected prim counts from LandData/LMM still
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
well as the basic entities list.
Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test.
New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future.
With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module).
More work to do.
|
| |\ \ \ \ \ \ \ \ |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
SceneGraph.ForEachSOG(). This will be corrected soon.
Also adds lots of temproarily debug logging
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
| | | | | | | | | | |
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
worked for one single region.
|
| |_|/ / / / / / /
|/| | | | | | | |
| | | | | | | | |
| | | | | | | | | |
the simulators called Gatekeeper -- intended to have the URL of the grid's Gatekeeper service (so that it can be checked against). See ini.examples.
|
| | | | | | | | | |
|
| | | | | | | | |
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Apply the same change to both the 32-bit and 64-bit DLL target paths. This makes the previous addition to the instructions in the README for running on Linux unnecessary.
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ |
|