| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| | |
This will show details about a part with the given uuid if it's found.
|
| | |
|
|/
|
|
|
| |
visitors at all. On Leaving a sim, save only the changed ones. Don't save
all scripted stuff when leaving a sim.
|
|
|
|
| |
for adding similar show commands.
|
|
|
|
|
|
| |
explicitly if there's an attempt to add any object with a zero UUID.
Callers themselves need to check that they're not attempting to add a null scene object.
|
|
|
|
|
|
|
|
|
| |
scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
|
|
|
|
| |
SceneObjectGroupsByFullID is updated elsewhere at the same time.
|
|
|
|
| |
texEntry) for region modules
|
|
|
|
| |
same grid don't have the publisher as owner.
|
|
|
|
|
|
|
|
|
| |
spurious errors and "script saved" messages when script properties were changed.
Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes.
It's unknown whether the commented out code was working for very old viewers or not.
Code is commented out to reduce complexity and so that useful error messages don't need to be removed.
If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
|
|
|
|
| |
spawn points
|
| |
|
|
|
|
|
|
| |
AddInventoryItem() to accept an agent id rather than a full IClientAPI.
This stops some code having to make spurious client == null checks and reduces regression test complexity.
|
|
|
|
| |
RezNewScript() and rename one RezScript() to RezScriptFromPrim()
|
|
|
|
| |
ObjectCreateDelegate, ObjectDeleteDelegate
|
|
|
|
| |
OnObjectDuplicate
|
| |
|
|
|
|
|
|
| |
adjustment commit.
Left in the method doc.
|
|
|
|
|
| |
monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
|
|
|
|
|
| |
rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
|
|
|
|
| |
location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
|
|
|
|
| |
rather than halting the IAR load with an exception.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Move setting from ini to existing facitilies - thanks justincc
toggle with console command: debug teleport
|
|/
|
|
| |
avies always land in 0,0
|
|
|
|
|
|
| |
Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
|
|
|
|
| |
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
|
|
|
|
| |
Fix test to checking against bitfield instead of int
|
|
|
|
| |
Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
|
|
|
|
| |
Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
|
|
|
|
| |
Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
|
| |
|
| |
|
| |
|
|
|
|
| |
Route non-owner avatars according to land settings
|
| |
|
|
|
|
|
|
| |
other than falling again.
Addresses http://opensimulator.org/mantis/view.php?id=5839
|
|
|
|
|
| |
inventory, stop it first in scene. If deleting from prims, move to trash
rather then making it poof.
|
|\ |
|
| | |
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
problematic with bot testing.
Please uncomment if still needed.
|
| | |
| | |
| | |
| | | |
serializer
|
| |/
|/| |
|
| |
| |
| |
| |
| |
| | |
01ae916bad672722aa62ee712b7b580d6f5f4370 r/17324 (Nov.18, justincc). But the root cause comes from commit 02e54c57c4901167779f07ed3e89fb1d24ffc22a Author: Oren Hurvitz Date: 7/22/2011
This is a nasty situation. The map tile UUID is, in principle, stored authoritatively in RegionSettings. However, it also needs to be stored in the Grid Service because that's how other sims can retrieve it to send it in Map Blocks to non-V3 viewers. So every time the tile image changes, that change needs to propagate to the Grid Service, and this is done via RegisterRegion (ugh!). Interestingly, this problem didn't affect grids because by default AllowRemoteDelete is false, so the prior images aren't being deleted from the asset servers -- but they were not being correctly updated in the map either, the map was stuck with old images.
|
| |
| |
| |
| | |
temponrez flag
|
| |
| |
| |
| | |
external as a property
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
|