| Commit message (Collapse) | Author | Files | Lines |
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
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- Removed MapBlockData.Flags; it isn't used anywhere (maybe MapBlockData.RegionFlags replaced it?)
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- Implemented llMapDestination.
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from the last commit
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* This actually probably doesn't make a huge difference. We still end up resending a massive number of packets in quite a few situations, but it's not easy to consistently
reproduce this.
* Might really need some throttling of packet send to the client on the OpenSim end.
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approximately sent was not being stored in the ack record
* This meant that acks were being sent out every 250ms when the ack timer fired, rather than when they had actually aged past m_ResendTimeout
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Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
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Correct a typo in namespace declaration
Also adds a new flag to the PacketManager to force retention of packets
marked reliable (default off)
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* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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it was meant to. No functional changes, just better code
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perms module
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for inventory REST calls for the time being, as firefox, curl, and
also python's urllib2 cannot authenticate using digest auth.
fix permission checking for prim inventory to be the same as for
normal edit ops.
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* Allow a grid mode region simulator to properly shutdown even if the grid service is offline
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* if a packet was really null it would be caught by the general exception handler at the top of the client thread, which would also provide more information and attempt a clean
shutdown
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startup (script startup doesn't count here)
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
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protected.
* Made several methods virtual to allow derivative overrides.
* Minor cleanups.
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Read animation data from avataranimations.xml to allow default animations
to be started and stopped by name from scripts.
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* Force ClickAction persistence even if other object properties are not edited
* Thanks nlin!
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Fix unreachable code due to typo in llDetectedGroup.
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object property. Fix issue 2149.
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* Please don't break the build. *fingers crossed*
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Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
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* Now it should properly inform the user and stop a login if a region server could not be contacted in order to expect a user (the last commit didn't actually quite work correctly)
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process easier
* documentation
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Thank you, Xugu Madison and ChrisDown, for a patch that
fixes linux filename extensions from .Xml back to .xml
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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Reverted pending further discussion.
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Thank you, openlifegrid, for a patch to move new user connections to
thread pool threads.
Reworked by me to fit current trunk.
I believe that that patch may be beneficial in reducing the cases
in which regions become unresponsive and will no longer accept
new logins.
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If the parcel pointed to by the landmark has nothing in the
Description field (of the General tab in About Land...), a
NullReferenceException is thrown and the client is logged out.
I added a check to the calls to Helpers.StringToField() in OpenSim.Region.ClientStack.LindenUDP.SendParcelInfo to avoid
this issue.
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