| Commit message (Collapse) | Author | Age | Files | Lines |
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SocketException on BeginReceive
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This patch introduces a couple of read-only properties,
so that I can grab the asset server plugin from a region
module. This is needed to set up an http service for
accessing standalone assets remotely.
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Removed unnecessary dependency from
Get/PostAssetHandlers to OpenAsset_Main
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Makies OpenSimBase even more friendly to subclassing
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Included patch fixes error: Z and W terms in the quaternion were
swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>).
There is an issue with older prims: it seems their default sit
target was not always set to ZERO_ROTATION;
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Improves ScenePresence.cs for attachments when crossing boundaries
between regions.
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Add more unit tests for user cases
Persist more user fields into mysql that already had columns
defined but weren't getting passed to the mysql manager.
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base point for the sort is 128,128,128, causing funny visuals
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potential (asset bloat, asset server DOS due to no enforced delay)
Formatting cleanup. Change default permissions on the notecard to
not include "anyone can copy" and "anyone can move", as they are
meaningless on non-prim items.
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- fixes IRCBridgeModule's XmlRpc method really paying attention to
region parameter
- cleans up indentation in IRCBridge code
- fixes ConciergeModule exception on client logout
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The following patch implements osMakeNotecard as specified on the OpenSim website
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fix issue 2512
- correct attachment offset; fix issue 2513
- thanks Thomas for the patches
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of existing fields
* This should (hopefully) allow TestClient and stuff built on top of it to work again
* Will probably come back later and change variable names to stop this happening again
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by the client throttle setting does not
* Old behaviour was to throw an exception on startup
* Print out client stack setting temporarly for debug purposes
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ConfigurationLoader. To make it easier to customise the loading of those settings and possible in the future move it to a plugin.
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EventQueueThreadClass
* (damn, Teravus spotted my plan to slowly change all the licenses in OpenSim letter by letter)
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See OpenSim.ini.example for details as to what this means
* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality
* This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change
* Value may be further tuned
* Removed temporary decals since the multipler setting will stick around now
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Class... Framework/ConfigSettings.
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* Inserts proper animation state names into data/avataranimations.xml file so that llGetAnimation() works as one would expect.
* Thanks StrawberryFride!
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* This is a partial implementation of llGetAnimation that returns the name of the animation as stored in data/avataranimations.xml but not its state name (since we don't yet
have these).
* Thanks StrawberryFride
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From: Sean Dague <sdague@gmail.com>
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project.
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This patch changes a method from private to public.
Will make life easier for the asset mapper for
the hypergrid.
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* Add new e-mail field to users table for MSSQL
* Thanks StrawberryFride
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time? Bizarre
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the whole sim
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This patch allows an object to directly message another object given its
key using the method osMessageObject(key objectUUID,string message).
to communicate with an object it must implement the dataserver listener
method. The dataserver method is passed the key of the calling object
and a string message.
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bringing down the whole sim, though the sim will need a reboot
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there is a problm in the world map module rather than bringing down the whole server.
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grid services
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module from crashing the entire server
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From: Sean Dague <sdague@gmail.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
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the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
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