| Commit message (Collapse) | Author | Age | Files | Lines |
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creation/reclaim/sale date.
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information right now.
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* Reintroducing asset type but this time in a long form, and with _ rather than .
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* Migration should be automatic on sqlite and mysql
* Migration is not automatic on mssql, you will need to drop the invType column manually
* Migration should be fine, but as for any db change, I would recommend making sure you have backups before moving past this revision
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to save a single primitive or small group of them. This command will save all prims in the current scene that name matches the "PrimName" parameter. The saved file is in standard xml2 format, so can be loaded using load-xml2
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The 1st "GetAvatarAppearance" *always* fails and returns default
avatarappearance. Avatarappearance seems to be working well because
the 2nd "GetAvatarAppearance" gets the right appearance.
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Reads estate_settings.xml and populates the database from it.
If there is no record, just passes the defaults to the application.
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Make each region load it's settings from the database on startup.
No user functionality yet.
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massaging OSHttpRequestPump to not abort on exceptions...
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* Not yet reloading
* Terrain saving will be optional a little further down the line
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and from files
* Should be making use of this in the next revisions
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Although I think a bit of abstraction needs to be done to make it easy to override the deleting off the inventory item when rezzing a object.
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* This should resolve creating content, taking it, and being able to rez it again.
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and moved them into a IAvatarService
Although "out of the box", there is no actual functional change to behavior
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not break trunk.
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TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
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* Added IClientAPI.SendTexture stub.
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will do more next week.
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extract necessary minimum metadata from asset filenames
* Make all file extensions single - double extensions look ugly and probably aren't good for Windows
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properties, private methods, public methods, etc.
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causes deprecated LSL functions to throw the deprecated
exception rather than not-implemented.
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* code caught lingering around with no real purpose other than causing warnings
will be taken down.
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of course, some are ScenePresences
* would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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and Melanie for helping to finish it.
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* Choice of extensions is a scratch set, may not yet be correct
* This facility is not useable yet - not least because I've just come across a significant save bug I need to investigate
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
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useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
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