| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |\ |
|
| | |\
| | | |
| | | |
| | | | |
dev-appearance
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | | |
specific applications
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | | |
errors. Please don't use e.Message, devs NEED to see the dumps!
|
| |/ / /
| | | |
| | | |
| | | |
| | | | |
This reverts commit 21187f459ea2ae590dda4249fa15ebf116d04fe0, reversing
changes made to 8f34e46d7449be1c29419a232a8f7f1e5918f03c.
|
| |\ \ \ |
|
| | | |/
| | |/| |
|
| |/ / |
|
| | |
| | |
| | |
| | | |
errors. Please don't use e.Message, devs NEED to see the dumps!
|
|\ \ \
| | |/
| |/| |
|
| |/ |
|
| | |
|
| |
| |
| |
| | |
halting visual behavior of large group deletes and eliminates the packet flood
|
| |
| |
| |
| |
| |
| |
| | |
WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
|
| | |
|
| | |
|
|\ \
| |/
| |
| |
| |
| | |
Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
|
| |
| |
| |
| | |
MapAndArray collection
|
|\ \
| |/ |
|
| |
| |
| |
| | |
code readability
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
various points in the main scene loop and associated methods
|
|\ \
| |/
| |
| |
| | |
The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
|
| |\ |
|
| | | |
|
| |/
| |
| |
| |
| | |
* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
|
| | |
|
| |
| |
| |
| | |
prevented passwords from being echoed after enter is pressed.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
|
| |
| |
| |
| | |
object out of the scene and then put it back in.
|
|\ \ |
|
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
|
| |
| |
| |
| | |
Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
|
| |
| |
| |
| |
| | |
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
script state enum to reflect recent changes.
|
| |
| |
| |
| | |
from the sim.
|
| |
| |
| |
| | |
restarted by scene. This may help to find out why this recovery mechanism isn't working.
|
|\ \
| | |
| | |
| | | |
ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
|
| |\ \
| | | |
| | | |
| | | | |
ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
|
| | | |
| | | |
| | | |
| | | | |
ONLY if it was triggered by an estate ban. This makes baby jesus cry, and should be fixed to search for alternative regions if the home region is unavailable.
|
| |/ /
|/| |
| | |
| | | |
script state enum to reflect recent changes.
|