| Commit message (Collapse) | Author | Files | Lines |
|
the database is now intepreted as follows: low byte = user flags.
Next byte, low nibble: Deternines the text (Resident, Lifetime, etc)
shown. No customn text support yet.
|
|
Thank you, HomerHorwitz, for a patch that corrects and improves TP
to landmark and home position handling.
|
|
libsl/libomv Packet, as other client stacks could use other data types to pass
packets around. Starting with InPacket() here, more to come.
|
|
|
|
Adds the new access semantics and the new flag (allow only age verified)
Plumbs in the abuse email address from sim to viewer. The other way around,
libomv appears to be lacking support for the data field in the packet.
Includes a migration, run prebuild!
|
|
llSetCameraParams/llClearCameraParams.
Fixes Mantis #1867
|
|
|
|
IClientAPI. No user functionality
|
|
update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
|
|
resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
|
|
track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
|
|
Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
|
|
Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
|
|
parameter should be set to the the ParcelMediaCommandEnum value. While flags seems to need to be set to (uint)(1<<[value of the command enum])
|
|
IClientAPI. These methods have not been tested, but feel free to start wiring them to llParcelMediaCommandList.
|
|
|
|
accordance with code standards
|
|
not break trunk.
|
|
* Added IClientAPI.SendTexture stub.
|
|
* commented out [Obsolete(....)] attributes where no replacement feature
was available: if we want to attribute code that we think needs to be
reworked, we should define a new attribute and use that instead
(together with a little tool to retrieve all the attributed code then)
* commenting out unused variables
|
|
|
|
Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
|
|
|
|
OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
|
|
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
|
|
Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
|
|
|
|
override the default method of calculating how many prims a parcel can have.
|
|
interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
|
|
llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
|
|
that creates the event handler chain ready to hook by script engines
|
|
llOwnerSay()
via the newly created Scene.SimBroadcast() call.
|
|
|
|
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
|
|
Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
|
|
half tiny amount implemented.
|
|
|
|
inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
|
|
|
|
group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
|
|
* Down to 65 warnings.
|
|
|
|
*Removed hardcoded permissions checks
*Added permissions checks where needed
|
|
|
|
|
|
From Melanie... Thanks Melanie!
.
|
|
Properties.
|
|
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
|
|
* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
|
|
|