| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
|
|
|
| |
explicit
|
|
|
|
| |
added handler stubs.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
|
|
|
|
|
|
|
|
|
| |
SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
|
|
|
| |
a couple of minutes that should fix that.
Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule.
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
|
| |
|
|
|
|
|
|
|
| |
seperate container for this probably makes the limits easier to
understand
|
|
|
|
|
|
|
| |
doesn't link into the rest of the code yet, and won't until it
is complete.
|
|
|
|
|
|
|
|
|
| |
properties window
From Justin Casey (IBM)
|
|
|
|
|
|
|
| |
show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
|
|
|
|
|
|
| |
is really happening the way we want it to.
|
|
|
|
|
| |
* Various refactorings
|
|
|
|
| |
that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
|
|
|
|
|
|
|
| |
that the Queue would come in by reference, but it didn't
appear to be.
|
|
|
|
|
|
|
| |
make it easier to start breaking this up into
more discreet functional classes
|
|
|
|
|
|
|
| |
LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications).
Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
|
|
|
|
|
|
|
|
| |
code.
Fix typo on throttling Task packets incorrectly
|
| |
|
| |
|
|
|
|
| |
to if their logon region is down. Known good region, sort of.
|
|
|
|
|
|
|
| |
the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
|
|
|
|
|
|
|
| |
sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
|
|
|
|
| |
the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
|
|
|
|
| |
owner issues 'shutdown' on the console.
|
|
|
|
|
| |
* Tweaked the esoteric throttler parameters again.
|
|
|
|
| |
need to queue the packet up.
|
|
|
|
|
|
| |
* Tweaked some esoteric throttle settings
* Removed AgentThrottle from the unsupported packet list.
|
|
|
|
|
|
|
| |
network throttle settings but does sanity checks to avoid too little(nothing gets sent) or too much(the sim crashes) data.
* Consider this experimental.. however, it looks very promising.
|
|
|
|
|
| |
* Added a support function to InnerScene to calculate the distance between two vectors.
|
|
|
|
| |
This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
|
| |
|
| |
|
|
|
|
|
|
| |
different place...
|
|
|
|
|
|
|
| |
the same box (error in closecircuit) - temp band-aid, should have a
better fix.
|
| |
|
| |
|
|
|
|
| |
It's still unhandled, and useful data can be sent to the packet throttler :D
|
|
|
|
| |
IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
|
|
|
|
|
|
|
|
|
|
|
| |
OpenSim.ini.example **
* Now moved region storage from region to application, so we have one storage per application, instead of one per region.
* Changed so that the region store providers use connectionstrings, not filenames
* Removed various unfit fields and properties (call me Darwin)
|
|
|
|
| |
hover your mouse over prim with the object name, description, ownerid.. etc.
|
|
|
|
|
|
|
| |
next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
|
|
|
|
|
|
|
| |
manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
|
| |
|
| |
|