| Commit message (Collapse) | Author | Files | Lines |
|
|
|
* Last step is to flip the throttle distribution.
|
|
master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
|
|
|
|
|
|
grepping for remaining uses
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
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.
|
|
This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
|
|
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.
|
|
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
|
|
of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
|
|
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.
|
|
thread has retreived it after checking whether the NPC exists.
|
|
|
|
|
|
|
|
|
|
IClientAPI.RemoteEndpoint.
|
|
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.
|
|
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|
|
|
|
WorldViewModule.
If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default)
|
|
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
|
|
|
|
moving NPCs
|
|
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
|
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>
|
|
Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
|
|
|
|
the 'root' part.
|
|
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.
|
|
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.
|
|
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").
|
|
analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
|
|
For now on caps/EventQueue, and still only used on a material change...
|
|
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
|
makes use of the SLUtil copy via a method rather than each LLClientView loading a separate copy.
As per opensim-users mailing list discussion.
|
|
|
|
variable rather than making each test fetch it seperately.
Also rename instance variables in the test to conform to naming standards and for understandability
|
|
mantis 5914
The part reverted is from commit 2ebb421.
Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments.
I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :)
Regression test added for this case.
Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
|
|
|
|
creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
|
|
|
|
should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
|
|
|