| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
|
|
|
|
| |
threads so it will be easier to debug.
|
| |
|
|
|
|
| |
object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
|
|
|
|
| |
ASCII!
|
|
|
|
|
|
|
|
| |
Patch provided by Openlifegrid.com
Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet.
Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
|
|
|
|
| |
was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
|
|
|
|
|
|
|
|
|
| |
region server on login
* This will make it more obvious if one accidentally starts one's region server in standalone rather than grid mode but then tries to login to a grid (as I am wont to do)
* We are now sending back a fault code (-32601) if no xmlrpc method is found rather than an ordinary message
|
|
|
|
|
| |
* Trapped a few more into little self contained boxes with padlocks on them.
|
|
|
|
|
|
| |
* Minor documentation bits
|
|
|
|
| |
lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console.
|
|
|
|
| |
to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'.
|
| |
|
|
|
|
|
|
| |
should actually all be uints, but this will hopefully let people log in again.
|
|
|
|
|
|
|
|
| |
creator wants to see a starting region for a user
* This also resolves mantis 601
|
|
|
|
|
| |
If no scriptengine is specified then don't try to load any.
|
|
|
|
| |
the randoms segfaults
|
|
|
|
|
|
|
|
| |
In his own words:
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.
This patch fixes that.
|
|
|
|
|
|
|
| |
(thanks Chi11ken). when I forgot to commit it on saturday.
[The ComsmsManager will die]
|
|
|
|
| |
fix to the b*stard Sakai issue.
|
|
|
|
| |
resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.
|
|
|
|
|
|
| |
to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
|
|
|
|
|
|
|
|
|
|
| |
Changed the public IsAdministrator back to protected,
now checks Config to see whether it is allowed to run or not.
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
|
|
|
|
| |
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
|
|
|
|
|
| |
osConsoleCommand Feature to ll-functions.
|
|
|
|
|
|
|
| |
should have a reasonably stable experience with ODE again.
* Physical prim at the simulator edge still seems to have the occasional issue.
|
| |
|
| |
|
|
|
|
|
| |
* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
|
|
|
|
|
|
|
|
| |
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
|
|
|
|
|
| |
remove unnecessary terrain stores at region startup
|
| |
|
| |
|
|
|
|
| |
AgentAssetTransactionModule
|
|
|
|
|
|
|
| |
CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
|
|
|
|
| |
so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!)
|
| |
|
| |
|
|
|
|
|
|
|
| |
Added some info to failure on GridServices listening port so people can see what actually went wrong.
Moved most of the function/event execution module to a baseclass so other execution methods (instead of reflection) can be used with custom script modules run by ScriptEngine.Common.
+ some accumulated patches
|
|
|
|
|
|
| |
* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
|
|
|
|
| |
has not been invoked
|
| |
|
|
|
|
|
|
| |
to do smarter resize coming this afternoon.
|
|
|
|
| |
every startup to avoid cache corruption problems
|
|
|
|
| |
being persisted.
|
| |
|
|
|
|
|
|
| |
asset db.
|
|
|
|
| |
threads
|
| |
|
|
|
|
| |
EventWaitHandles, I'm a bit concerned about what effect this might have on performance in a large grid. But I've spent long enough on this problem for one day and as its valentines day, I will be killed and tortured (most likely not in that order) if I don't stop work for the day soon.
|