| Commit message (Collapse) | Author | Age | Files | Lines |
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the same simulator
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Remove old comment in SnapshotStore pointed out by ChrisDown (bug #2000)
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Attachments now persist across logouts. Mostly untested.
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of removed in LocalBackEndServices It used to be like the change above a long long time ago but we found that it caused intermittent neighbor connectivity issues. I added comments above it so that it's looked at more closely next time.
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Attachments now save to MySQL. No reattach on login yet.
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resulting in continual execution of the CheckConnectivity timer method
* For now, just turn off this timer when we close the connection
* Also some minor help refactoring creeps in to this revision.
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make the flag nature of this value more clear.
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projection of an oriented bounding box. This isn't quite right yet. Experimental. It takes about 3 times longer then the previous version, however produces better results.
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using Bitmap.setpixel to a drawing2d graphics context.
* Z-sort the prim volumes before drawing.
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when an attachment is deselected.
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adds handling for PRIM_PHYSICS, PRIM_PHANTOM in
llSetPrimitiveParams()
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generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
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to Scene.INventory.cs
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and the permissions module
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* There's still a full object update coming when you release the attachment after modifying it that's killing it sometimes.
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The included patch enable handling for PRIM_FULLBRIGHT in
llSetPrimitiveParams().
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Common.Communications for now (since this was the only class in that project)
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* The primary immediate use is to provide a means of temporarily reducing log output on the console when executing console commands
* Changing the log level on the console is not permanent and does not affect the log information being put into OpenSim.log
* This could have been done by putting in a threshold level on the Console appeneder in OpenSim.exe.config and implementing config watching in the code.
* But I think that it's a little more user friendly to make this doable via the console.
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This patch improves fetching of inventory from several minutes
to a few seconds.
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Type casting the normalized vector 'lookat' to int results to <0,0,0>.
This patch also adds an overload to RequestNeighbourInfo (currently unused)
that will come handy for some features I'm working on.
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Places touched:
- Added two events for in-packets to LLCLientView: RegionHandleRequest and
ParcelInfoRequest
- Added sending of two out-packets to LLCLientView: RegionIDAndHandleReply and
ParcelInfoReply.
- Scene handles the RegionHandleRequest, LandManagementModule the
ParcelInfoRequest
- Added inter-region request for LandData by RegionHandle and local position.
This was implemented as XML-RPC request. The returned LandData isn't
complete, it only contains the data necessary for answering the
ParcelInfoRequest
- Added new CAPS (0009) for RemoteParcelRequest and some methods for LandData
handling to LandManagementModule
- Added methods for fake parcelID creation and parsing to Util
- Fixed missing implementation of interface methods.
- Added new file:
OpenSim/Framework/Communications/Capabilities/LLSDRemoteParcelResponse.cs
NOTE: This is part of the patch, too.
Due to the many places touched, I would consider this patch as experimental.
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fetch fails.
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llListSort() sorts integers and floats in ASCII order rather than numeric order
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Parch adds PRIM_BUMP_SHINY handling to llSetPrimitiveParams
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XEngine missing string constructor for LSLInteger and LSLFloat
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Scripts can now no longer DOS the user server and there are a lot fewer
gratuitious lookups of user profile data.
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Thank you, Leaf, for a patch that implements llGetAnimationList()
XEngine implementation added by myself.
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the database is now intepreted as follows: low byte = user flags.
Next byte, low nibble: Deternines the text (Resident, Lifetime, etc)
shown. No customn text support yet.
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Trigger a persistence save when only name or description have
changed.
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Thank you, BlueWall, for a patch that adds PRIM_GLOW
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hierarchical rights structure. MasterAvatar: Owner of the region server
(may be null), net gods (users with GodLevel 200), Estate owner
(from database). Look at Opensim.ini.example to enable net gods.
Estate owner will default to master avatar.
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