| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
|
| |
| |
| |
| | |
last commit 205f2326
|
|\ \
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
present on the command line for compatibility, but is ignored.
Avination's IAR operations are administratively done and the staff doesn't
have the passwords of the users.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
|
| | |
| | |
| | |
| | | |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| | |
| | |
| | |
| | | |
It seems that the mono 2.10.8.1 doesn't choke on this but for some reason 2.4.3 fails.
|
| | |
| | |
| | |
| | | |
start of script rather than just the script status reported by SOG.ContainsScripts()
|
| | |
| | |
| | |
| | | |
correct running status on a re-rezzed attachment
|
| | |
| | |
| | |
| | |
| | |
| | | |
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | |
| | | |
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
|
| | |
| | |
| | |
| | |
| | | |
while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | | |
while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
| | |
| | |
| | | |
GroupsModule, since these led to a private blank method
|
|\ \ \
| |/ /
| | /
| |/
|/|
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
receivers to accept/decline.
This appears to be a regression from back in commit db91044 (Mon Aug 22 2011) where we started to send TaskInventoryOffered msg dialog rather than InventoryOffered dialog.
This is probably correct, but failed because the bucket was too large and because we wouldn't have handled the TaskInventoryDeclined option anyway.
This patch handles both of these and make llGiveInventoryList() use TaskInventoryOffered as well
Fixes http://opensimulator.org/mantis/view.php?id=6089
|
| |
| |
| |
| |
| |
| |
| | |
update the name if this has been changed whilst attached.
Note, this behaviour appears to be at variance with the ll grid as of Tues 17 July 2012, testing with viewer 3.2.1.
The item name in inventory does not change either at the point of detach or after a relog.
|
| |
| |
| |
| |
| |
| |
| | |
item is updated.
This doesn't seem to make any sense and probably stems from a period when this code was directly involved in attaching objects directly from the scene.
This message is already being sent by InventoryAccessModule code instead.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |
| |
| |
| |
| | |
This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
|
| |
| |
| |
| | |
This currently only does a relatively crude check for a ScriptState node in the serialized xml
|
| |
| |
| |
| | |
currently only checks for the presence of script items, not for started scripts
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| |
| | |
the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
|
| |
| |
| |
| |
| |
| | |
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
|
| | |
|
| |
| |
| |
| | |
the scene graph
|
| |
| |
| |
| | |
AttachObject() for better code comprehension
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
|
| | |
| | |
| | |
| | | |
matches out fromItemID on detach, go through the agent's attachment sog list instead.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| | |
| | |
| | |
| | | |
OpenSimTestCase.SetUp()
|