| Commit message (Collapse) | Author | Age | Files | Lines |
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bits
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bits
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Changed the stored region names of HG regions. Increased the size of regionName in DB.
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set in the target's UserFlags and the impersonator must have UserLevel 200
or above. The user can then log in using the target's name and their own
password.
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goetz for the initial patch in Mantis #5230.
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themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being.
New migration in inventory table in order to make CreatorID varchar(255).
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used?!?
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SOP.CreatorID. Untested, but should work.
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Creator name properly shown on the viewer as first.last @authority.
New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars.
Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule.
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from a region and allow normal day cycles to be reestablished
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midday defaults when no specific LightShare profile is set.
This prevents LightShare info being send out when the region has no LightShare
profile, allowing normal day/night cycles to happen.
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This will cause visual params to be persisted along with worn items. With
this, alpha and tattoo laters will be saved. Multiple layers MAY work, but
not tested because I don't use Viewer 2.
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MySqlCommand timeout on fetching prims.
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to add a LastSeen field of type "Timestamp" to Presence for MySQL
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* Hopefully this will enable mac people to use SQLite again
* Someone cooler then me will need to figure out how to define CSharpSqlite with Mono so the conditional will pick up.
* There's also an error that occurs when you first load OpenSimulator under CSharpSQLite that goes away after.
* The databases are not byte for byte compatible. Mono.Data.Sqlite is able to read CSharpSqlite made databases but not the reverse way.
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* Use a conditional define to determine whether we're using CSharpSqlite or Mono.Data.Sqlite
#if CSharpSqlite
using Community.CsharpSqlite.Sqlite;
#else
using Mono.Data.Sqlite;
#endif
* Hopefully, this will restore sqlite functionality on a Mac. In visual studio, you can edit the OpenSim.Data.SQLite project, go to the Build tab and enter CSharpSqlite in the box. I'm not sure how to define CSharpSqlite in Mono, someone better at it then me will have to take the job of figuring out the best way to define it in Mono.
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When running for the first time, people see migration failures because of sql statements that are trying to move data from old tables (e.g. users). The amended text attempts to calm their nerves.
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Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
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MapAndArray collection
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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