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* Fix server crash when setting prims physical under basic physics.Jeff Ames2008-03-191-2/+6
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* * Adding log debugging messages and making others more explicitJustin Clarke Casey2008-03-192-9/+36
| | | | | | | * 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).
* * Fix for if 782: Locked prims may still be moved by click+drag.Teravus Ovares2008-03-192-1/+35
| | | | | * 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.
* * Print a warning every 20 times a client requests a texture that it should ↵Justin Clarke Casey2008-03-191-23/+43
| | | | | | | | | | already have received * The warning will be [USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2} This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
* * Documentation patch from krtaylor. Thanks!Justin Clarke Casey2008-03-191-0/+3
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* Fixed some comparisons of LLUUIDs to null.Jeff Ames2008-03-193-11/+7
| | | | | Thanks to DrSchofld for pointing this out.
* * Add a large amount of extra locking to m_parts in SceneObjectGroup Justin Clarke Casey2008-03-181-125/+235
| | | | | | | * Should help stop any InvalidOperationExceptions caused by concurrent read/write * The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
* * Stop (which currently removes) all scripts in an object when that object ↵Justin Clarke Casey2008-03-182-0/+14
| | | | is deleted from the region
* Formatting cleanup.Jeff Ames2008-03-185-194/+198
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* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-6/+6
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* Formatting cleanup.Jeff Ames2008-03-1894-2711/+2623
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* Added copyright messages. Set svn:eol-style. Minor cleanup.Jeff Ames2008-03-183-14/+86
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* * Move missing texture request forward so that we don't actually ask the ↵Justin Clarke Casey2008-03-171-21/+26
| | | | AssetCache for it if we know it's missing.
* * DEV: Remove client's CAPS handlers object when they log outJustin Clarke Casey2008-03-171-1/+6
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* Fix a few mono compiler warnings. Minor cleanup.Jeff Ames2008-03-172-4/+4
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* * Reduce the annoyingness of clients that continually request unfound ↵Justin Clarke Casey2008-03-171-6/+34
| | | | | | | | | textures (probably for some good reason) by dropping all subsequent requests after the first reply. * Print out a console message every 20 tries rather than every single one. * This weakens the problem but does not eliminate it
* Replaced some magic PCode numbers with enum values.Jeff Ames2008-03-172-2/+2
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* From: Alan M Webb <awebb@vnet.ibm.com>Sean Dague2008-03-172-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | Here's a diff of the changes I have made in support of the following LSL script functions. llSetScriptState llGetScriptState llCSV2List llListRandomize llList2ListStrided llListFindList llResetOtherScript llGetScriptName It was necessary to modify ExecutorBase in support of the ScriptState implementations. I also modified SceneObjectPart and SceneObjectPart.Inventory to corrects a quoting mismatch in the commentary that through off live parsing of the files. I also simplified the State definition at the start of BuiltinCommands.
* * Fixed prim creation in basic physics mode. ( BasicPhysics returns null ↵Teravus Ovares2008-03-161-3/+7
| | | | probably a lot more then it should? )
* Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should ↵MW2008-03-151-0/+1
| | | | | | | now show up. Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
* * Fix for Justincc's bug report #768 - Terrain looks rather phallic.Adam Frisby2008-03-141-3/+6
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* * Remove stupid bug I just introduced where delinking would only delink one ↵Justin Clarke Casey2008-03-141-12/+1
| | | | | | | | prim at a time. * Teaches me not to say stuff like 'this is now working'
* * Minor - error message should be a warning. SpellingJustin Clarke Casey2008-03-142-2/+2
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* * The rest of the fix necessary for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-143-16/+43
| | | | | | | * Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
* * As yet incomplete fix for mantis #766 - terse updates brokenJustin Clarke Casey2008-03-143-3/+27
| | | | | | | * Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
* * You can leave godmode if you want now.Teravus Ovares2008-03-143-5/+16
| | | | | * Fixed a compile error.
* * Added null root part guardlbsa712008-03-144-22/+18
| | | | | | * Normalized some UUID handling * Compacted a few Contains/Add into Set
* Attempt to fix mantis #741, could not replicate it myself. But the error ↵MW2008-03-141-130/+137
| | | | 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.
* attempt to try to fix mantis issue # 613, which seems to be a threading ↵MW2008-03-141-8/+8
| | | | issue. Queue is only threadsafe if its a public static member, which in this case it wasn't. And we were locking it during both enqueues and dequeues. So have added those locks to a syncObject. But it still needs testing on a high load region, as that seems to be when the exception happened.
* Update svn properties.Jeff Ames2008-03-145-265/+265
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* * Fixed 'flatten area' brush, so it now has a 'force' instead of instantly ↵Adam Frisby2008-03-1410-213/+336
| | | | | | | | | | | flattening the selected area. * Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially. * TerrainModule has been cleaned up slightly. * TerrainUtil class has several new functions related to seeded noise generation. * Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
* * Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)Teravus Ovares2008-03-142-1/+61
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-144-1/+10
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* some hackery with the VectorRenderModule to let you pass in a canvasSean Dague2008-03-131-2/+13
| | | | | | | size. Helps make the fonts crisp when using vector renderer as a text board.
* * Put back a comment I just inexplicably zappedJustin Clarke Casey2008-03-131-1/+1
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* Just a few commentsJustin Clarke Casey2008-03-131-1/+5
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* * Very minor comment change to reflect the fact that eliminating spurious ↵Justin Clarke Casey2008-03-131-2/+4
| | | | delink prim updates is low priority
* remove the rex based voice chat. No current client implements this,Sean Dague2008-03-134-716/+0
| | | | | | and a seperate voice server approach compatible with SLVoice is needed here.
* * Fix Mantis 761 (linking and delinking prims rapidly caused prims to ↵Justin Clarke Casey2008-03-135-19/+55
| | | | | | | | | '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
* * Fix mantis 757.Justin Clarke Casey2008-03-124-26/+32
| | | | | | | | * 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.
* * Don't abort (and keep failing) the update if one Entity gives us an ↵Justin Clarke Casey2008-03-122-31/+44
| | | | | | | | exception when we try to update it * This doesn't remove bug 757, but does largely remove the worst consequences
* * Add comments and slight corrections to ClientView.AgentTextureCachedJustin Clarke Casey2008-03-122-3/+3
| | | | | | * Reduce 'asset not found' console debug spam
* Applied patch from mantis #749, Grass now stays to set type when moved. ↵MW2008-03-121-2/+2
| | | | thanks Grumly57.
* * Switched Noise 'Flood Area' brush to use Perlin rather than random noise.Adam Frisby2008-03-122-2/+64
| | | | | * Fixed a bug with the Smooth Area brush.
* * Fix for Smooth Area Flood Brush, now doesn't flood the entire sim.Adam Frisby2008-03-122-1/+4
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* Update svn properties.Jeff Ames2008-03-121-51/+51
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* * Updated Terrain ModuleAdam Frisby2008-03-121-3/+3
| | | | | | * Terrain Area-of-Effect brushes now should work properly. * Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
* * Refactored some terrain brushes to move out some common functions into ↵Adam Frisby2008-03-1210-122/+79
| | | | | | | TerrainUtil class. More needs doing. * Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
* * Temporarily disabling sending of ImageNotInDatabasePacket when a texture ↵Justin Clarke Casey2008-03-111-1/+4
| | | | isn't found, since this appears to be crashing Linden client 1.19.0(5)
* ODEPluginTeravus Ovares2008-03-101-0/+16
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.