| Commit message (Collapse) | Author | Files | Lines |
|
inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum.
This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
|
|
is a scene presence, and that's ok.
|
|
llsd map instead of an empty llsd block when no AgentPrefs service is available to try and appease Firestorm
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
config for standalone.
|
|
opensim way.
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
(UpdateAgentLanguage and UpdateAgentInformation) and Mantis #7157
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
connector. This fixed the problem on my local test grid and generally made things faster. This cache has been needed for a while... there are many parts in the code where the sim gets an item multiple times in a short amount of time (rezzing attachs and objects, for example).
Other minor changes:
- added the scene as a parameter to the constructor od FetchInvDescHandler, so that I could see in which scene the handler was being called
- brought linked items in linked folders back to being prefetched
|
|
IIventoryService that fetches sets of folders at once. Also added folder id in the InventoryCollection data structure, so that we don't need to go to inventory server again just for that. This reduces the chatter between sims and inventory server by... a lot. On my tests, this reduces initial inventory download down to 30% of what it currently is.
|
|
each other's feet. This needs real-world testing, as I'm not sure of all the consequences of reducing the number of worker threads to 1.
|
|
AssemblyVersion("0.8.2.*")
|
|
it delivers binary and has binary as input.
base64 intermediate coding makes no sense.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
visitor
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
reduce log verbiage. Please revert if still required.
|
|
|
|
that (plus GridURL, in case viewers want to use it too) to the GridService that gives out that info to simulators.
|
|
names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
|
|
|
|
- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
|
|
This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
|
|
doesn't need to match the release version number, but I think it's a very good idea that they do.
|
|
thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
|
|
|
|
To do this required GetMesh to be converted to a BaseStreamHandler
Unlike GetTexture connector, no redirect URL functionality yet (this wasn't present in the first place).
|
|
|
|
package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
|
|
the grid response is invalid; (2) make the name of the config variable for destination guide consistent with the grid-wide name in LoginService; (3) account for the existence of a [USERID] in the destination guide URL
|
|
|
|
|
|
Move the experimental extra features functionality into the GridService. This sends default values for map, search and destination guide, plus ExportSupported control to the region on startup. Please watch http://opensimulator.org/wiki/SimulatorFeatures_Extras for changes and documentation.
|
|
DebugLevel 1
This covers event queue setup messages and some outgoing messages (e.g. EnableSimulator)
In my experience these messages are only useful if you really know what they mean and you're looking for them
Otherwise, they're quite spammy.
Event queue DebugLevel 1 is enabled with the "debug eq 1" console command
|
|
|
|
from starting if no [SimulatorFeatures] section was present in config.
|
|
|
|
Provide a means for regions to fetch extra features supported by modern viewers from a central location
.
|
|
|
|
previous commit 3d70db4a
|
|
uploaded textures.
This implements:
http://opensimulator.org/mantis/view.php?id=7250
|
|
|
|
exception and move to the next request rather than terminate the simulator.
|
|
commit 1fa3a6f
This was hidden in continuous integration because of another regression test issue.
|
|
|
|
|
|
|
|
echo back the maturity that it sent
Without this change, attempts to change the maturity rating in the viewer's Preferences don't work.
|
|
have it."
This reverts commit 2c00b73cd27a7183a5c105b4e2865f11e4a00d98.
Wrong code change
|
|
|
|
scene-inventory.<scene-name>.ProcessedFetchInventoryRequests and QueuedFetchInventoryRequests to inventory.httpfetch.*
Actual inventory processing is done with a single set of static structures rather than per scene.
|