| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
| |
| |
| | |
IHypergridServices.
|
| |
| |
| |
| | |
testing.
|
| |
| |
| |
| | |
window, but can't test because this mechanism doesn't seem to work without a profile service.
|
| |
| |
| |
| | |
friends in other grids.
|
| |
| |
| |
| | |
security to friendship identifiers so that they can safely be deleted across worlds. Had to change Get(string) to use LIKE because the secret in the identifier is not always known -- affects only HG visitors. BOTTOM LINE SO FAR: HG friendships established and deleted safely across grids, local rights working but not (yet?) being transmitted back.
|
| |
| |
| |
| | |
FriendsData[] GetFriends(string principalID) to IFriendsData and FriendInfo[] GetFriends(string PrincipalID) to IFriendsService. Refactored some more in the FriendsModule. Made client get notification of local friends permissions upon HGLogin. HG Friends object permissions work.
|
| |
| |
| |
| | |
correctly handled. Friends list showing correct foreign names. TODO: GrantRights.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
properly
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
properly
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
whether or not an agent is allowed there as a root agent.
|
| |
| |
| |
| | |
whether or not an agent is allowed there as a root agent.
|
|\ \
| |/ |
|
| |\ |
|
| |\ \ |
|
| |\ \ \ |
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
|
| |\ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
set in the target's UserFlags and the impersonator must have UserLevel 200
or above. The user can then log in using the target's name and their own
password.
|
|\ \ \ \ \ \ \
| | |_|_|_|_|/
| |/| | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
configuration from ROBUST
|
| | |_|_|_|/
| |/| | | | |
|
| | | | | | |
|
|\ \ \ \ \ \
| |/ / / / / |
|
| | |_|_|/
| |/| | |
| | | | |
| | | | | |
Make the optimization with IEnumerable.Except() in Check4096 actually work by providing an appropriate equality definition for GridRegion objects.
|
| | | | | |
|
| | |_|/
| |/| |
| | | |
| | | |
| | | |
| | | | |
This will cause visual params to be persisted along with worn items. With
this, alpha and tattoo laters will be saved. Multiple layers MAY work, but
not tested because I don't use Viewer 2.
|
| | | |
| | | |
| | | |
| | | | |
client displays a blank error box.
|
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
It contains a major interface version bump and will NOT work with earlier grid
services. This is preliminary work that will lead to layers support.
Rest appearance services are commented out completely, they will have to be
adapted by someone who actually uses them. Remote admin is working, but has
no layers support. There is no layers support in the database. Login likely
won't work. You have been warned.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
|
|\ \ \ |
|
| |\ \ \ |
|
| | |\ \ \
| | | |/ /
| | | | |
| | | | | |
dev-appearance
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
|\ \ \ \ \
| |/ / / / |
|