| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
| |
inventory
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
|
|
|
|
|
|
|
| |
Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
|
|
|
|
| |
notice of doom
|
|
|
|
|
|
|
|
|
| |
* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
|
|
|
|
|
|
|
|
| |
inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
|
|
|
|
|
| |
Note: only tested in grid mode, and emptying trash is still not implemented.
|
|
|
|
| |
coming back up.
|
|
|
|
|
|
|
| |
ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
|
|
|
|
|
|
|
|
|
| |
me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
|
|
|
|
|
|
|
|
| |
fire twice
* started to refactored throttling method
* some code convention refactorings
|
|
|
|
| |
duplicated UUID, you know...)
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
|
|
|
|
| |
classes.
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
|
|
|
|
|
|
|
|
| |
the loaded Sceneobjects (as per mantis request #53).
To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID".
If you don't add the "-newUID", then the uuids in the xml file will be kept.
|
| |
|
|
|
|
|
|
|
|
| |
standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
a couple of minutes that should fix that.
Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule.
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
|
|
|
|
|
| |
* Various code convention compliance
|
|
|
|
|
|
|
| |
show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
|
|
|
|
|
| |
* Various refactorings
|
|
|
|
| |
come up to give servers that host a lot of sims a long time to start listening.
|
| |
|
|
|
|
|
|
|
| |
issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
|
|
|
|
|
|
|
| |
LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications).
Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
|
|
|
|
| |
sim is restarting in the area.
|
|
|
|
|
|
|
| |
to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
|
|
|
|
| |
avatar when that user teleported to a different region.
|
|
|
|
|
| |
As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
|
|
|
|
| |
working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
|
|
|
|
| |
asset server
|
| |
|
|
|
|
|
|
|
| |
the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
|
| |
|
|
|
|
| |
System.NullReferenceException for Linux
|
|
|
|
| |
map functionality.
|
|
|
|
|
|
|
| |
sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
|
|
|
|
| |
the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
|
|
|
|
| |
owner issues 'shutdown' on the console.
|
| |
|
|
|
|
| |
Media settings/parcel name are now correctly sent.
|
|
|
|
|
|
|
| |
so they only display 'guesses' on the console when you rez a prim.
* any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
|