| Commit message (Collapse) | Author | Age | Files | Lines |
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directly to the world
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fixing a really dumb bug.
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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the status of the region using the region http uri just passed in
* If the status cannot be retrieved, then the region startup will terminate.
* The aim of this is for earlier detection of situations where the region can send messages out but cannot accept incoming requests (often due to firewall issues)
* This is currently an extremely simplistic check which completely trusts whatever http uri is given by the region
* This contact may be problematic, though since the user service needs to be able to contact the region http uri, it doesn't seem unreasonable for the grid to have to be able to do so too at this stage
* This change will require a prebuild
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inaccurate count of neighbors.
* The neighbor count is always lower then the actual number of neighbors unless your region was up the longest.
* The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
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* 0001241: physics cylinder proxy distorted and square hollow misaligned (patch attached)
* The included patch corrects the outer shell of the meshmerizer proxy for the cylinder prim to eliminate spurious vertices and shape distortion, and corrects the orientation of the square hollow.
* The size and orientation of the square hollow for the prism prim has been corrected also.
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* This in preparation for further login validation to check that the region logging in is properly contactable.
* Also increase verbosity of some error messages
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* This is not functional anywhere, but is a incomplete proposed replacement class for IClientAPI. Assistance filling this out would be appreciated. Use IClientAPI.cs as a reference, but make sure not to copy it - instead rewrite and abstract.
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now we are correctly using the timezone offset. If you set day_length to 24.0
you'll get a sun progression that roughly follows your real world day on your
server.
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3pm any more.
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instead
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startup will now terminate instead of carrying on (and thus burying the error message)
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dispatch for now
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This is a diagnostic patch in support of Mantis bug 1186.
It affects only SubModule and will not affect normal usage.
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This patch just tightens up console handling in BasOpenSimServer
and removes (or redirects) a couple of messages that were being issued
using Console.Writeline.
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(bug #1239).
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shouts, 'This is my sim, get out!'
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From Melanie... Thanks Melanie!
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a rootpart that isn't found. Added a way to tell if it's an attachment.
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of the key of the payer to an Explicit one.
* Fixes Mantis: #1045
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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Properties.
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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* Linden client 1.19.1.4 appears to be happy using UDP for this request again, and Linden's own servers (1.21) don't appear to be supplying the CAPS version currently
* This should for now fix the bug where texture selection in the edit window both shows only already open textures, and later stops subsequent inventory requests from working.
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yet received data from the inventory service
* Replaced instead with the system now used by other requests where the fetch request is placed on a queue and service when the data comes in
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get close errors.
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*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
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ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
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Stop .net generating ambiguous operator errors when two integers are compared for equality in LSL
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Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
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