| Commit message (Collapse) | Author | Age | Files | Lines |
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cleanup: warnings, readability
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1000 chars to avoid the exception thrown by libomv at 1100 chars.
Change string->int conversion so it copes with non-numeric chars
after the number and no longer uses a float to parse the value.
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Griefer protection! When running without serverside permissions, let only
the owner edit attachments. Having everyone able to do it just isn't right.
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the OGP module
* Thanks to Teravus for the heads up on this.
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* Hopefully this will resolve mantis 2049
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being sent through rez_avatar, it'll be swapped out with 1. This ensures that when the map recognizes the parent estate id parameter on the linden grid, it'll work as expected. This also has the effect of making it impossible to send a Parent Estate ID with 100 over OGP from OpenSimulator (Sorry Owner of estate 100).
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* Tweak rez_avatar data so it's easier to update when OGPr3 comes out
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* An attempt to solve an intermittan SSL Certificate validation error causing communications havok.
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Mantis #1975 in a broader way. This may or may not prop up
secure inventory a bit better, but I still recommend to disable it
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expected filename format
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validation handler, however, it throws a NotImplemented exception.
* Added Try/Catch/Message
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* When OGP is active, disable SSL certificate chain validation. I'll add more options here to come, as well as a way to test against a group of known certificate subjects.
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currently on Forge in a nice, friendly modular format.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
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and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
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This fixes the "no funds" message on rebake.
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It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
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Disallow bulk uploads if money module is present and upload cost
is set and the user hasn't got sufficient funds.
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* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
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the first part of gesture persistence.
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Attachments no longer vanish on walking crossing. Teleport is still
problematic, but will now be blocked with message "Inconsistent
attachment state" rather than losing the attachment. Detach to be
able to TP in that case.
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Allow the sim owner to add estate managers to any estate on the sim
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the same simulator
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projection of an oriented bounding box. This isn't quite right yet. Experimental. It takes about 3 times longer then the previous version, however produces better results.
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using Bitmap.setpixel to a drawing2d graphics context.
* Z-sort the prim volumes before drawing.
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generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
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to Scene.INventory.cs
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and the permissions module
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