| Commit message (Collapse) | Author | Age | Files | Lines |
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instead of 4 at a time
* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches
* See http://opensimulator.org/mantis/view.php?id=1662 for more details
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not break trunk.
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* Added IClientAPI.SendTexture stub.
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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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).
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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.
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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something else
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same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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override the default method of calculating how many prims a parcel can have.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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the client thread terminating when creating a new script.
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commit
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warning for debugging purposes
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up the resources
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* Ignoring it on reload as of yet
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removes a lock on every SendPacketTo call, which was shown to have
good performance benefits by the IBM China Research Lab.
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unmolested
* These are only thrown on client shutdown anyway
* This stops the console (harmlessly) spewing stack traces when a client logs off
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actually be all that tricky to try better clean up on a client thread crash. Haven't actually implemented
this, though
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fails by catching the exception in AuthUser() instead of letting it propogate out of the thread
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mono. Need to sort that out with DJ shortly.
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Set udp flags correctly to prevent "Socket forcibly closed by host"
errors.
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Dropping.' message
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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* Now all servers respond to the "show version" command on the console
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- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls
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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.
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duplication causing 2-3 duplicates depending on the UDP connection quality. This also eliminates duplicated chat, etc.
* It's verbose currently since this is new. You'll see: [CLIENT]: Warning Duplicate packet detected X Dropping. After this is sufficiently tested we'll remove that m_log.info line.
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that creates the event handler chain ready to hook by script engines
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prims
* no user functionality yet
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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* If the agent throttle byte array is unexpectedly empty, then log a warning and drop the packet
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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.
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* If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
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