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it was last set' perms flag was set when a prim item was added to a scene object
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Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
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Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
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The tests have been modified to work under NUnit 2.4.6
(the one currently used in the project).
They will also work with NUnit 2.5+ as is, but will look better
if you #define NUNIT25 for them.
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The problem was that some tests relied on prior tests
to leave the DB in a particular state, but the test class
cleared the DB every time. The affected tests have been
merged into one to remove the dependencies.
tested on all 3 Dbs, all tests green.
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since it's making the tests fail but the cause is not obvious (wrapped up in layers of reflection)
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yet.
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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null checks on m_rootPart
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of the tests clearer because I'm not constantly resetting properties.
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does not exist, to match the mysql behavior. * Modified SQLite/SQLiteRegionData.cs to only persist temporary items following the same rules mysql uses. * Added another ignore to the inventory test that was missing. * Added a few more ignores to the RegionTest that the first version of my test were missing. * Added ignoring the root Folder ID, which is set by the inventory system. * Added several improvements to the PropertyCompareConstraint: Protection against infinite loops, added IComparable<T> (for UUID) and moved IComparable before the property matching. * Fixed a bug where I was saving the inside of the ignore expression instead of the outside of it.
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LICENSE.txt.
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as UUIDs
* All existing functionality should be unaffected.
* Database schemas have not been changed.
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Constants.RegionSize as expected. (Working towards enlarged or smaller regionsizes that arent multiples of 256m)
* Adds minor functionality to MRM Scripting.
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
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* Fixes NHibernate problem where prim contents show as textures
* Thanks Tommil!
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* Fixes NHibernate overflow exception when saving some objects (under at least PostgreSQL 8.3)
* Thanks Tommil!
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NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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Fixed all NHibernate unit tests by implementing missing persistency
methods, tables, columns and fixing bugs in the existing implementation.
Two minor changes to classes outside NHibernate module: Added Scene
instantiation for SceneObjectGroup in OpenSim.Data.Tests.BasicRegionTest
as this was required by the NHibernate persistency. In the process added
also mock constructor to Scene which only populates RegionInfo in the scene
which is used by ScenePart.RegionUUID. NHibernate module is still in
experimental state and has not been tested at opensim region or ugaim runtime
configuration. Adding unit tests to build is not yet advisable nor using
NHibernate module in any production setup.
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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by default
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tables, and changed the database modules to actually push these doubles
down into the database layer.
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terrain is found, rather than a default "0" terrain.
Remove the "remove object wrong region" test. UUIDs either are unique
or they're not. This test tested a bad behavior I have chosen not to
duplicate.
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other packages
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* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
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variable sun vector, adding 3 new fields on both.
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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inventory drop. Also adds a new flags, "propagate_permissions" to
OpenSim.ini to control that feature.
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kindly by sean) --- lesson learned: just running a "make test" is not
sufficient, you need to precede it by a "make clean".
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This patch makes llAllowInventoryDrop work with the permissions module
enabled. Changes include:
- Enabled PropagatePermissions when permissions module serverside perms
is on
- change ownership of item when item is dropped into an object.
Ownership changes to the owner of the object the item is dropped into
- propagation of permissions if the permissions module enabled (eg
next-owner mask applied)
- CHANGED_ALLOWED_DROP is now passed to the change script event if an
item was allowed to be dropped into the object only because
llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being
passed).
- Sets object flags correctly when llAllowInventoryDrop is called so
clients are notified immediately of the change in state. Am not
sure that calling aggregateScriptEvents is the right way to do it,
but it works and seems to be the only way without making further
changes to update LocalFlags
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RootPart and adding the part separately
* Make RootPart read only
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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some fixes in MySQL and SQLite
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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