| Commit message (Collapse) | Author | Age | Files | Lines |
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Back out some of the oar monitoring for the time being. Need to find a better way to get feedback. Will re-visit this soon.
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Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
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Make them conform with service side commands.
This stops them appearing twice when Hypergrid is enabled.
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However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
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Add "shutdown" message when removing region.
From a patch submitted by Michelle Argus.
Thanks Michelle
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SychronousRestObjectPoster.BeginPostObject() to the identical SynchronousRestObjectRequester.MakeRequest()
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(setting SculptData is done through the property)
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Add notification to neighbors when logins are enabled.
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Added an event to signal the eabling of logins and added an alert to send to a configured service.
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This just covers script loading for now. More to come.
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earlier on.
Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
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counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
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The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
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MapAndArray collection
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Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
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conditions in linking and unlinking
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Adds dialog methods for MRM.
Thanks ziah.
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Adds OwnerId and CreatorId properties to MRM.IObject
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"RetrieveAsset" and 'm_rootSceene' to m_rootScene'.
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into presence-refactor
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This brings presence-refactor up to master again
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Adds IsChildAgent property to IAvatar in MRM.
Thanks ziah
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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fix compilation of mrm scripts using microthreaded parmeter
Thanks ziah
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This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
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Signed-off-by: Melanie <melanie@t-data.com>
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appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
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ChatEventArgs and retrieves it's value along with the others from the OSChatMessage in HandleChatPackage. With this the MRM Script can check if a ChatEvent is coming in on a specifc Channel. The Second Part adds the Method say(string msg , int channel) to send a chat message on the specified channel. The idea behind this is to enable MRM's to communicate with regular LSL or OSSL Scripts so that they may can act as a Backend to access a Database or do business Logic for those Scripts.
Signed-off-by: Charles Krinke <cfk@pacbell.net>
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Mantis #4456: Patch to implement some minor MRM Functions : SitTarget,
SitTargetText, TouchText and Text
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script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
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unknown asset type, and log an error if it ever does happen
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so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
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