| Commit message (Collapse) | Author | Age | Files | Lines |
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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parameter should be set to the the ParcelMediaCommandEnum value. While flags seems to need to be set to (uint)(1<<[value of the command enum])
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IClientAPI. These methods have not been tested, but feel free to start wiring them to llParcelMediaCommandList.
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massaging OSHttpRequestPump to not abort on exceptions...
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not break trunk.
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* Added IClientAPI.SendTexture stub.
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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override the default method of calculating how many prims a parcel can have.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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that creates the event handler chain ready to hook by script engines
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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half tiny amount implemented.
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group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
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* Down to 65 warnings.
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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From Melanie... Thanks Melanie!
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Properties.
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
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set vel, acc, and rvel in the packet (though this isn't done yet).
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The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
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instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
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the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
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visible features.
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libsecondlife.packets
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* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
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allowed!
*Started cleaning up the land module
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does not regenerate until you're dead!
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are in.
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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I need them to be for attachments.
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inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
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Please adjust your editors to not use hard tabs.
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