| Commit message (Collapse) | Author | Files | Lines |
|
that slip in will not cause it to break
|
|
llSetPrimitiveParams and llSetLinkPrimitiveParams
|
|
It wraps constants in new LSLType(x), so that lists with
constant values are processed correctly. Contains changes to
the lsl.parser.cs that are not (yet) reflected in opensim-libs,
since this experimental patch affects XEngine only. Also contains
nuts.
|
|
LSLIntegers in lists, and attempt to address the scope issue on TRUE
and FALSE with readonly static linkage
|
|
Griefer protection! When running without serverside permissions, let only
the owner edit attachments. Having everyone able to do it just isn't right.
|
|
circular path prim meshes
|
|
|
|
the OGP module
* Thanks to Teravus for the heads up on this.
|
|
scene (not child agents).
* This foxed me in the osgrid meeting last week
|
|
* Unpatched code certainly looks bizarre - attempts to add a new client if we encountered a failure in processing a packet. No apparant ill effects on a sniff test.
* Thanks openlifegrid
|
|
* llParseString functions throw exception when passed a list of variables
* Thanks!
|
|
* Hopefully this will resolve mantis 2049
|
|
* a couple more remain that preferably the original coders should look at in more detail (obsolete warnings in the ogp module and not overriding warnings in the script
engine)
|
|
* TimeStamp field of the AgentMovementCompletePacket in LLClientView.MoveAgentIntoRegion contained a fixed number. The attached patch changes this to a current
timestamp.
* Thanks HomerHorwitz
|
|
* You can replace "grid" as the asset system with "file" to save and load all your assets from a directory on your hard disk. Files are serialised to XML and saved in the format "/<dir>/0x/0x/0x/0000-0000-000000-0000-0000.xml"
* Directory <dir> is sharing the Asset Server URL path, use a normal path here instead (ie C:\xyz or /var/assets/).
* This probably wont work well in grid mode unless every sim has access to the same directory. This is mostly intended for standalone usage where quick and convenient access to assets is required.
|
|
Addresses the problem of ghost avatars. The problem was child-agents
sending data. Due to symmetry reasons, I considered that wrong.
Whenever an avatar A1 in region R1 looks at avatar A2 in adjacent
region R2, we have two possibilities to communicate: A2-root sends
to A1-child (both in region R2), or A2-child sends to A1-root
(both in region R1). Currently, the children send data in some cases,
and I guess the viewer gets puzzled about that and switches the child
to root as consequence (at least partly), so it becomes visible.
|
|
Thank you, ralphos, for a patch that corrects the handling of compiler
warnings in the XEngine, which were erronoeously reported as errors!
|
|
Found that during my ghost-hunt: Add some logging and you see that the
counting down happens twice (once at the place that is removed by the
patch, and once caused by the actual removal of the root-/child-agent
during LLClientView.Close). With the patch applied, I end up with correct
numbers, i.e. with 0 roots and 0 children after everyone has logged out.
|
|
to the inventory item, causing the item to wind up without a name.
|
|
that should speed up region startup a little and maybe even use less memory if the GC decides to play friendly with the other kids.
|
|
Thank you, cmickeyb, for a patch that fixes inventory folder retrieval.
|
|
|
|
llSetPrimitiveParams
|
|
from DotNetEngine into XEngine.
|
|
|
|
being sent through rez_avatar, it'll be swapped out with 1. This ensures that when the map recognizes the parent estate id parameter on the linden grid, it'll work as expected. This also has the effect of making it impossible to send a Parent Estate ID with 100 over OGP from OpenSimulator (Sorry Owner of estate 100).
|
|
* Tweak rez_avatar data so it's easier to update when OGPr3 comes out
|
|
|
|
when copying within agent inventory
|
|
which is a thin wrapper around a IWorkItemResult from the SmartThreadPool.
However, it is very easy to reimplement on top of basic threading and therefore
makes the IScriptInstance class independent of the specific threading
implementation.
|
|
prims.
|
|
save memory
|
|
after conversion to pinned lists.
|
|
llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
|
|
engines that want to use the XEngine's instance handling and state
persistence can do so. IScriptInstance is optional, but it does
require the SmartThreadPool if it is used.
|
|
an implicit reference into a proxied one and further reduces memory
consumption of XEngine
|
|
* An attempt to solve an intermittan SSL Certificate validation error causing communications havok.
|
|
(wipes egg off face)
|
|
Remove the physics representation of link set child prims when the
link set is deleted.
|
|
Mantis #1975 in a broader way. This may or may not prop up
secure inventory a bit better, but I still recommend to disable it
|
|
|
|
LSL's arbitrary 10 m limit on object movement.
Also implements the 10 m maximum rezzing distance, subhect to the same
factor.
|
|
resolved
|
|
|
|
|
|
(non-sculpty) prims. This should result in more accurate meshes, lower memory consumption, and eliminate several lockup modes.
|
|
|
|
|
|
Issue is caused by the terrain height not being queried before
teleporting within the region. Teleporting between regions is
correct. Adding the neccessary checking to intra-region TP code.
|
|
avatar sitting on the object can not telport to other regions.
|