| Commit message (Collapse) | Author | Age | Files | Lines |
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Attached patch protects against a NullReferenceException
in SceneObjectGroup.stopMoveToTarget (used by LSL function
llStopMoveToTarget). Thanks to M. Igarashi.
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MemberwiseClone() also clones the "already backed up" flag, preventing prims
created by drag-copying from being persisted. If such a prim is made the root
prims of a link set, the entire set will not be persisted. Fixed now.
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remove any such objectsd from backup
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Also add experimental distance ordering for prims
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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per frame update heartbeat
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descriptive of what it actually does
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for that...
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Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
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attached. Also make sure that parcel prim counts get updated
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avatar is not present there.
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invisiprim refresh scripts get sent to the database and remain there when
the agent logs out. This tries to prevent that.
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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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condition that was the reason for mantis #2218.
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Correct a condition where a prim is linked before it has been persisted
for the first time and is then persisted through it's former SOG with
a bad offset position.
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XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
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this locally rather than letting it propogate up the stack
* This will allow other scene objects to persist and stop the exception taking down the whole region server
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to the parts rather than after each individual part
* From looking at the code there shouldn't be any difference, and this appears to speed up prim loading and make a certain failure case (where prims seem to be going out of
bounds on startup) less of a problem.
* However, if I've been bad please revert this patch
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prim is failing a border crossing
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Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
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quaternions are not communicative!
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* Testers, please try rezzing your inventory on this revision and sending me feedback in mantis.
* Users, it's not time to update yet. The dust still hasn't settled.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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been deleted on an update request from the regular sweep
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* my excuse is that I hadn't used this monodevelop exe before...
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sweep occurs
* Fold m_deleted and m_isDeleted together (ugh!)
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Eliminate gretuitious KillObject packets. KillObject is sent to the
viewer for the root part only.
Also prevents the full update on deselect that makes a deleted object
reappear and stay visible until the background deleter got around to it.
We still send 2 KillObject packets for the root prim, that could be
avoided only at a cost in reliability. One packet seems an acceptable
price to pay for consistency.
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coexist peacefully (as per justincc's recommendations)
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proxies without it
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which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
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complete if there were any missing assets
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The LL Server sets the CreateSelected flag for a prim when sending a
property update when objects are linked. The following patch
gets OpenSim to do the same.
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