| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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magic numbers
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Resolves http://opensimulator.org/mantis/view.php?id=6857
This prevents the inventory service complaining later about an attempt to change an invariant
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
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handlers.
This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding.
Other refactoring was required to get logic into the right places to support this.
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
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not set
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they're not in the requested caps list.
The previous wrong behavior caused the debug setting "UseHTTPInventory" to fail
on all viewers when turned off. UDB inventory would not be correctly used in
that case.
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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they're not in the requested caps list.
The previous wrong behavior caused the debug setting "UseHTTPInventory" to fail
on all viewers when turned off. UDB inventory would not be correctly used in
that case.
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
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there was a handler for it.
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OpenSim.Region.ClientStack.Linden.Caps.dll
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position when creating the root prim. The offset position caused the positioning code to re-move the root prim when you selected it and released it.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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work.
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work.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
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Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
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caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/MeshCost.cs
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textures get into inventory again. Both features under config control.
Have direct warnings to client, including a final one on upload complete
since i see nothing. problems: textures don't showup in inventory til
relog, also issues with permitions. A few more changes
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more needed fields in request
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more than half of total. Add a state control to NewFileAgentInventory
to avoid more than one at a time per client. ( Incomplete and possible not that good)
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check scene prim size limits.
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assets to inventory, since it may actually be a bad ideia since good
model textures are deply related to it and there is no current use for
independent mesh assets. Added the option to have a reduced free for textures (2.5 C$ as is, total textures cost rounded to nearest int) compensating for the fact that they can't be used outside the model or its parts.
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meshs. Issues: meshs get into root folder, viewer and viewer does not update inventory until relog ( the upload funtion needs to return more information) ,etc. Droping a mesh into a prim, makes viewer think we dropped a sculpt map, but it does work, viewer displays the mesh and physics work (as physics is stored at the sculpt information fields). Textures show up in Textures folder, just its to costly to find that default folder as is..
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meshs. (some prims can have same mesh)
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