| Commit message (Collapse) | Author | Files | Lines |
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Fixes use of the saved attachment point from asset
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Thise were client supplied untrusted values we never used anyway.
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is no need for it, as there is no other type
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- Added lookup in the data-layer
- MySQL works
- SQLite doesn't have a grid-db, so it won't work there
- I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-)
- Added the plumbing up to OGS1GridServices. This speaks with the grid-server
via XMLRPC.
- Modified MapSearchModule to use the new data. It's backward compatible; if
used with an old grid-server, it just returns one found region instead of a
list.
- Refactored a bit.
Note: This updates data, grid-server and region code. No new files.
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Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
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seem necessary
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* we appear to both setup a default configuration and provude identical defaults when we later try to read the values - this is probably not really necessary
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* refactoring
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values for the total throttle (the one that throttles all packet output)
* Not complete yet
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attached. Also make sure that parcel prim counts get updated
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for consistency's sake
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to work anyway)
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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avatar is not present there.
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
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Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
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invisiprim refresh scripts get sent to the database and remain there when
the agent logs out. This tries to prevent that.
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In Second Life's implementation of llParseString2List(), all spacer
strings which occur within the source string are included in the
resulting list. In OpenSim's implementation, any spacers occurring
at the beginning of the string are discarded; furthermore, if multiple
spacers occur between non-spacer elements, or at the end of the source
string, only the first spacer is added to the resulting list;
the remainder are discarded.
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Thank you, fusspawn, for an implementation of osGetSimulatorVersion.
This patch removes the llRequestSimulatorData(..., 128) hack and
implements the functionality as an osFunction.
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Thanks tglion for the necessary info to solve an ArgumentOutOfRangeException during region start.
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regions in the in-world map. It currently only returns the first region that
matches the search string; in a future version it will return more search
results.
Note: File added; run runprebuild.
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- Removed MapBlockData.Flags; it isn't used anywhere (maybe MapBlockData.RegionFlags replaced it?)
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- Implemented llMapDestination.
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from the last commit
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* This actually probably doesn't make a huge difference. We still end up resending a massive number of packets in quite a few situations, but it's not easy to consistently
reproduce this.
* Might really need some throttling of packet send to the client on the OpenSim end.
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approximately sent was not being stored in the ack record
* This meant that acks were being sent out every 250ms when the ack timer fired, rather than when they had actually aged past m_ResendTimeout
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changes
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standalone where port wasn't the http port.
* Removed spurious warning message
* More debug in EventQueueGet Module to figure out why we're loosing the handlers.
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* This is a HUGE update.. and should be considered fraut with peril.
* SSL Mode isn't available *yet* but I'll work on that next.
* DrScofld is still working on a radical new thread pump scheme for this which will be implemented soon.
* This could break the Build! This could break your Grid!
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- cleanups and more comments in ChatModule and IRCBridgeModule
- adding Name support in ScenePresence
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to make scripts loaded from oar start
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and a target isn't found, the object is rezzed at 0,0,0 - instead now it will place according to the position sent by the client.
* We may instead want to abort and send a "Cannot Rez Here" message?
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