| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
connections console command
|
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
| |
| |
| |
| |
| |
| | |
region modules to directly subscribe to chat and messages received by NPCs
Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
|
| |
| |
| |
| | |
lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
|
| |
| |
| |
| |
| |
| | |
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
|
| |
| |
| |
| |
| |
| | |
is now viewerside" messages regarding currency
This will require all money modules to be refactored!
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
|
| | |
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
|
| | |
|
| | |
|
| | |
|
|\ \ |
|
| | |
| | |
| | |
| | | |
* Last step is to flip the throttle distribution.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
|
| |\ \ |
|
|\ \ \ \
| |/ / /
| | / /
| |/ /
|/| | |
|
| | |
| | |
| | |
| | | |
EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | | |
of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| | |
IClientAPI.RemoteEndpoint.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| | |
This patch trims leading and trailing spaces from NPC chat and
suppresses the sending of empty chat strings on open chat channel 0.
|
| |
| |
| |
| | |
Allow NPCS to touch obects.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
|
|\ \ |
|
| | |
| | |
| | |
| | | |
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
osNpcSay(UUID npc, string message) left untouched
New functions:-
osNpcSay(UUID npc, int channel, string message)
osNpcShout(UUID npc, int channel, string message)
osNpcWhisper(UUID npc, int channel, string message)
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |
| |
| |
| |
| |
| |
| | |
caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
|
| |
| |
| |
| |
| |
| |
| |
| | |
functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
|
| |
| |
| |
| | |
For now on caps/EventQueue, and still only used on a material change...
|
|\ \ |
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
|