| Commit message (Collapse) | Author | Age | Files | Lines |
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instead, on the basis that this is less likely to cause confusion with c#'s base object type
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basis that they all take SOG parameters to improve code readability for now
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* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
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House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
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half tiny amount implemented.
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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Scale both sides checked.
* This probably makes build tools work again. yay.
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directly to the world
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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perms are in line with project goals.
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seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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conflict monster later. Not done yet, doesn't crash the server.
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you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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I need them to be for attachments.
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avatar. Those dastardly objects stick to you.
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* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
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tglion!
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(this took a while to run).
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Linked objects won't scale together properly, only the root object scales.
This happens with scaling both up and down or inputting numbers in the edit dialog.
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This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag.
Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
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rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards
* Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
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deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
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* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
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create new inventory folders
* This mirrors the grid behaviour
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if the avatar has never logged in before
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* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
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* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
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* Fixed a compile error.
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* Normalized some UUID handling
* Compacted a few Contains/Add into Set
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was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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