| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
sprouting another one
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
the CanDelete one.
|
|
|
|
|
|
|
| |
condition eliminator.
* The modifications that I made were only so that it didn't require changes to the public physics api.
|
|
|
|
|
|
|
|
| |
be reused by more than Environment tests
* This shuffles the test packages in prebuild.xml below it so they can all potentially reference it
|
|
|
|
|
|
|
|
| |
* This means that UserProfileCacheService no longer needs to know about IClientAPI and can leave it to callers to do their own error logging
* This is also more consistent with the way that item inventory manipulation is handled
* I don't really think Scene.PacketHandlers.cs should be a permanent home for these handlers - this is just for convenience
|
|
|
|
|
|
| |
* No valid tests yet
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* This means that LL RAW terrains (one source being the upload/download buttons on the estate dialog in the viewer) are now imported the 'right' way around rather than being
flipped on the y axis
* Existing RAW terrains before this patch will need to be flipped with the "terrain flip y" command from the console after import
* More details on the mailing lists soon.
-This line, and those below, will be ignored--
M OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
M OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
M OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
|
|
|
|
|
|
| |
TP more reliable again.
|
|
|
|
|
|
| |
* It should now be possible to give an entire folder to another avatar instead of just single items at a time
|
|
|
|
|
|
|
|
| |
folder gets moved
* This was causing inventory folder transfer code to not work properly (this is still temporarily disabled)
|
|
|
|
|
|
|
|
|
| |
* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!
|
|
|
|
|
| |
* Sums up the masses of the objects within a physical linkset
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
The attached patch ads an OpenSim.ini option (AutomaticLinkPermission)
which when enabled makes PERMISSION_CHANGE_LINKS to be granted to
scripts by default. When enabled llGetPermissions will always return it
as granted and llCreateLink//llBreakLink will succeed without
doing llRequestPermissions. ONLY ENABLE THIS IN TRUSTED ENVIRONMENTS.
The patch also fixes a minor bug in llCreateLink
related to a potential dereference of a null client object.
|
| |
|
|
|
|
|
|
| |
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
|
| |
|
|
|
|
|
|
|
| |
* Disabled by default (see OpenSim.ini.example for how to enable)
* Saves exceptions to a folder on disk (default "crashes") when enabled.
* These reports can then be uploaded or posted to help debug an error.
|
| |
|
|
|
|
| |
causing problems with big migrations
|
|
|
|
|
| |
the rest of the assignments here.
|
|
|
|
|
|
|
|
| |
because of a logic error.
attempt to speed up deletes a bit by batching up all the primitem
deletes and primshape deletes into single delete statements. This
removes the lock/release/lock/release/lock/release for loop.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
|
| |
|
|
|
|
|
|
| |
.ini files already out there
|
|
|
|
| |
next region
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Will execute all OpenSim services redirect their input/output/errors to the selected "GUI module".
This version has following "GUI modules":
* Windows Forms
* Windows Service (doesn't work yet)
* Console
* TCP daemon
This means that OpenSim can now run in a single console for those who want that.
Console functionallity is not too rich yet, but code/framework is there... more to come. :)
|
| |
|
|
|
|
|
|
|
|
|
| |
For a script to successfully cross, both source and destination region must
enable the feature. WARNING: Trusting binaries from other sims allows
ARBITRARY REMOTE CODE EXECUTION for ANYONE! Please do not use except
in ultimate trust scenarios!
|
|
|
|
|
|
|
| |
(because GridServer is too old), complain.
Not used yet, but will be necessary for crossing regions correcly.
|
|
|
|
|
|
|
| |
- Added remoting_port to the non-fast if-branch, too
- Added httpPort field to map_blocks response. This isn't needed yet, but will be for correct crossing between regions.
Note: This touches the GridServer.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
GCSettings.LatencyMode.ToString());
|
|
|
|
|
|
| |
* Enabled GC server
* Enabled concurrent collections
|
|
|
|
|
| |
Move the DotNetEngine Unloading script debug message
|
|
|
|
| |
the LLSD login authentication
|
|
|
|
|
|
| |
than just stopping it.
|