| Commit message (Collapse) | Author | Age | Files | Lines |
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- Fix that bug. It will work with OSSearch now, too
- Add some caching to reduce inter-region requests.
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fix for the LandManagementModule. I changed LandSnapshot to use
CachedUserInfo to take a load off the user server. Also, missing owner
profiles are legit, warning removed.
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the new surface touch parameters in 1.21 viewers.
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- Remove some duplicated code
- Avoid unnecessary allocation of variables/values if only used once anyway.
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- Add support for immediate switching of Music/Media URLs. Radio-scripts should work now.
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The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
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* Puts remote requests in a single worker thread
* Worker thread only starts when there are agents to serve
* When there are no agents to serve, it shuts down
* A good example of how to deal with threads in non-shared modules so they don't end up consuming threads per regions
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up a lot of threads right now when regions are inaccessable
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* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
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If you use load-oar to transfer region data from one sim to another
then currently inventory items can be left with unknown owner
permission which results in them being no-mod/no-copy for
everyone. The attached patch fixes things up so if the owner uuid does
not exist on the destination system then it assigns ownership (and the
creator for completeness) to the master avatar id. This will make it
much more practical to share copies of regions :-)
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* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
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* Fixes 1 too large count in region you're in (Region no longer reports the green dot about yourself to you)
* For all local requests, the region will check itself instead of going to it's web service. (optimization)
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Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
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* Initial implementation
* You'll only be able to seen green dots on regions on the map that have been updated.
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instead of the 130s timeout somewhere. Additionally, mark the map-tile as
offline. This partly fixes the TP problems of Mantis 2332; the rest is a viewer
problem (just relogin).
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- Added lookup in the data-layer
- MySQL works
- SQLite doesn't have a grid-db, so it won't work there
- I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-)
- Added the plumbing up to OGS1GridServices. This speaks with the grid-server
via XMLRPC.
- Modified MapSearchModule to use the new data. It's backward compatible; if
used with an old grid-server, it just returns one found region instead of a
list.
- Refactored a bit.
Note: This updates data, grid-server and region code. No new files.
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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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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regions in the in-world map. It currently only returns the first region that
matches the search string; in a future version it will return more search
results.
Note: File added; run runprebuild.
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- Implemented llMapDestination.
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to make scripts loaded from oar start
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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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* 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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* 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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it was meant to. No functional changes, just better code
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perms module
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