| Commit message (Collapse) | Author | Age | Files | Lines |
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From: Sean Dague <sdague@gmail.com>
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translating from LSL to C#. Thanks idb for the patch. Fix issue 2546.
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remove virtual setting from properties, as that was legacy that I put in
there a while back
From: Sean Dague <sdague@gmail.com>
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* Catch and report deserialization exceptions on rest handlers
* Thanks Diva!
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client-thread. Will hopefully fix Mantis#2536.
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multiplier is applied to all the client throttle settings received by the client
* This should probably be 1, but currently by default it is 8, to reflect what was being eon3 in OpenSim before this revision. So if the client requested a maximum throttle
of 1500 kilobits per second, we would actually send out 1500 kilobytes per second
* Adjusting this multiplier down towards 1 may improve your OpenSim experience, though in other situations it may degrade (e.g. if you're using a standalone over high bandwidth
links)
* This is currently a user setting because adjusting it down may currently reveal other OpenSim bugs.
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was cleared before using it to find the children.
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adjustable setting yet (and then only for debug purposes)
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since this is always non null
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ClientStackUserSettings class
* This conforms better to other module usage
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* Replaces the one in the module itself, which had a dumb bug in it anyway
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OpenSim.ini config tags in preparation for merge of IRCBridgeModule
and XIRCBridgeModule.
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CommunicationsOGS1 from OGS1UserServices
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virtual, so that they can be overriden in subclasses.
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The attached patch changes the casts from explicit to implicit.
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- Add tests for Util.isUUID
- First part of the fix for protocol interoperability between viewer 1.20 and 1.21 for friend offers.
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avatar is remote or offline.
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Thank you, idb, for a patch that fixes the conflicts of lsl identifiers
with c# keywords
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* The attached patch changes the LSLInteger operator overrides for == and != to return LSLIntegers 1 or 0 instead of a bool and adds similar operator overrides for >, <, >= and
<=
* Thanks idb!
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initialisers, etc.
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* Added additional error message when a Object/SOG DB save fails so we can trace why.
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* Fix not tests in LSL which require implicit casting (see mantis for an example)
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on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
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SOP.IsAttachment
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false if the group is already deleted)
* This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around
and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
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* Don't save attachments on saving oar, which stops them coming back as ghost prims
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with the old Grid Instant Message over OGS1. Refactor the EventManager
to be independent of the rigid module structure design imposed by
the current implementation. Message routing is now done in the destination
module rather than in the event manager. This way, more or less granular
solutions are possible without core changes.
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There is more to the solution then just enabling soft_erp and
soft_cfm for all d.Contact cases.
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for physical prim interactions. They were not previously enabled
for prim-prim interactions.
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locks to just before the try/catch/finally block, so that an exception
thrown between taking the lock and entering the try doesn't leave a mutex
locked
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print this out to the log once
* This may help us detect if mysterious UDP disconnects are happening because of this.
* Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
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* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
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* set debug scene name on scene registration, rather than within the Scene constructor
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some alternate codepaths that avoid triggering OpenSim specific code. Probably not useful for most people, but might be for those working on interop projects.
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potential issue when in high load. Related to mantis #2508.
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get through after the malformed ones have been sent
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passes it malformed data
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