| Commit message (Collapse) | Author | Age | Files | Lines |
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
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settings.
Also added exception handling if string->float conversion still should fail for some reason.
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
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300 msecs can be too slow and cause a timeout to occur. This is reported when
llHTTPRequest times out but may not be reported for other functions like
osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears
that the value affects not just llHTTPRequest's.
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** jumping
** crouching
** landing on prim
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Linden insisted that Havok was running at 45fps internally.
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
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method.
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* This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini
* Implemented for sqlite and MySQL, no MSSQL implementation yet
* As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change.
* More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
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* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
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database code, so this is a shared concept.
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is changed/updated/deleted (before the trigger only happened if the prim was moved).
This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
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not used by active code (as far as I can see), so a source of confusion. All
current code uses the Entities dictionary
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prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
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As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
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Scripts now show up in prim inventories after region restart.
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
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persistent store, but this doesn't yet show up for the client. Still no user functionality and not
enabled
in normal code.
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are most definitely handled.
* My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
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console and border crossing problems anymore
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80 meters into the air immediately.
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card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
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leaving region.
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* fixed Cancel bug
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code. Let me know by IRC if there are other problems
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using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
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estate managers.
* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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the person who sent the request, or (hippos) if it can't find it.
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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* Removed a friends module test that I had.
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