| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* Thanks for DrScofld for drawing attention to this
|
|
|
|
|
|
|
|
| |
structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs.
[yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
|
|
|
|
|
|
|
| |
user from logging in a second time if they're already registered as logged in;
* If a user logs in and they are noted as agentOnline. Set agentOnline = false and send a 'you're already logged in' message to the user asking them to wait 5 minutes. These 5 minutes are not enforced (because there's no foolproof interlock release yet without the grid operator getting a support call for every little sim crash). When the user gets the message, they can log-in immediately after it, but the user can expect weird results if they don't wait 5 minutes and log-in to the region they were in previously.
|
|
|
|
|
|
|
| |
location box and go to that region if it's there. If no close match was found, it sends you home. This is tested on mySQL. There's untested code on grids that are based on sqlite and MSSQL. The SQL statements *should* be right, but your results may very.
* Ex, if you want to go to Wright Plaza, you simply need to type Wright Plaza in the start location in the client when you log-in.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Server now listens to the client's start location request for 'home' or 'last' and sends the user to the home location or the last location.
|
|
|
|
| |
continue from the same position in the next login (only with MySQL at the moment)
|
|
|
|
| |
AssetCache for it if we know it's missing.
|
|
|
|
|
|
|
|
| |
inventory (again)
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)
|
| |
|
|
|
|
|
|
| |
* Tell the log whether the sim is started in standalone or grid mode
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
|
| |
|
| |
|
|
|
|
|
|
| |
* Indulge in my fetish for console message conformity
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
|
|
|
|
| |
probably a lot more then it should? )
|
| |
|
|
|
|
|
|
| |
Added MSSQLDataStore.cs to OpenSim.Framework.Data.MSSQL and changed it
to reflect the actual capabilites of MySQLDataStore.cs
|
|
|
|
| |
http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
|
|
|
|
|
|
|
| |
now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
|
|
|
|
|
|
|
|
|
| |
the FetchInventoryDescendents CAPS handler. But currently returning empty folder details.
So this commit doesn't actually fix inventory in that client, it just stops the "loading" message being displayed forever next to a folder, and instead shows empty folders.
Next part will be to fill in the details of the items in the folders.
|
| |
|
|
|
|
|
|
|
|
| |
prim at a time.
* Teaches me not to say stuff like 'this is now working'
|
| |
|
|
|
|
|
|
|
| |
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
|
| |
|
|
|
|
|
|
|
| |
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
|
|
|
|
|
| |
* Fixed a compile error.
|
|
|
|
|
|
| |
* Normalized some UUID handling
* Compacted a few Contains/Add into Set
|
|
|
|
| |
was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
|
|
|
|
| |
issue. Queue is only threadsafe if its a public static member, which in this case it wasn't. And we were locking it during both enqueues and dequeues. So have added those locks to a syncObject. But it still needs testing on a high load region, as that seems to be when the exception happened.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
size. Helps make the fonts crisp when using vector renderer as a
text board.
|
| |
|
|
|
|
|
|
|
| |
* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
|
| |
|
| |
|
|
|
|
|
|
| |
be appreciated.
|