| Commit message (Collapse) | Author | Age | Files | Lines |
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* Clamps negative values to zero when a terrain is exported in LLRAW format, since LLRAW doesn't support negative values.
* Thanks jonc!
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effectively fulfil this function
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command text needs to be typed
* Should disappear soon
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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the information twice
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* The same information is available via SceneManager
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the large number of different things that Scene does
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This patch fixes the problem where if an object containing a script is
deleted at the same time as an object containing the same script is
rezzed, it can result in the assembly file being deleted after the
second object script initialisation has found it but not started using
it yet, resulting in the script not starting up.
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both versions currently.
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http://jira.secondlife.com/browse/VWR-8049 .
* Catherine contacted us and gave us a LLSD dump to study for implementation.
* Still needs to be tested. May not produce expected results.
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* other minor tidy up
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* This option makes OpenSim use the usual db based asset service in standalone, and the grid based one in grid mode
* The other options can (local, grid, etc) can still be used explicitly as before
* Also change OpenSim.ini.example and the surrounding explanative text
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departing region wrt the creation of the child agent in the receiving region, and that resulted in failed TPs.
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database backup/update on the SceneObjectGroup.
This is now called at the beginning of DeRezObject, so we know the database is upto date before we attempt to delete a object.
Fix Mantis #1004
Which happened because Database backups don't happen if a object is still selected, so when you select a part in a link-set and then unlink it and then delete it, all without unselecting the prim at all. The unlink changes never get updated to the database. So then when the call to delete the prim from the database happens, which is called with the SceneObjectId. That SceneObjectId is never found, as the database still has that prim as part of another link set.
It is possible that these changes might have to be reverted and for us to find a different method of fixing the problem. If the performance overhead is too high or it causes any other problems.
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- trim trailing whitespace
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eliminating the redundant enable = true commented example
* Comment out some startup verbosity from the module if we haven't enabled it
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much point doing one without the other
* Shouldn't result in any deadlocks as I don't think there are any locks in the calling code
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* Add unit test assertions to check this
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* Adjusted existing link tests to reflect this and added some new assertions
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conditions with other parts changers
* This shouldn't provoke any deadlocks since the callers aren't taking any other locks beforehand
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been done by MemberwiseClone()
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subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072.
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OpenSim/Data/DataPluginFactory.cs
- removed dependencies on a few executable assemblies in
bin/OpenSim.Data.addin.xml
- trim trailing whitespace
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- trim trailing whitespace
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OpenSim/Data/IInventoryData.cs
- trim trailing whitespace
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OpenSim/Data/IAssetData.cs
- remove some trailing whitespace
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plugins.
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of passing in a waithandle to the archiver
* This matches the existing OnOarFileLoaded event
* This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
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* Copy OpenSim.ini to _OpenSim.ini on crash instead of opensim.ini
* This makes it work on Linux/Mac(?) as well as Windows
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Fixes Mantis #2195
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module is used explicit in OpenSim.ini.example
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OpenSim.ini.example.
* Add default information for other chat settings
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transfer module in PostInitialise() if it hasn't actually been enabled
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requests don't want the lookup
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<SMARTROB@uk.ibm.com>]
clean up.
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* Ignored some gens
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previous commit message]
This patch reimplements the Draw method in the VectorRenderModule which is
used to create dynamic textures.
The previous version was limited to creating square dynamic textures, it
also didnt allow for dynamically loading an image containing transparency
except at 256x256.
The extraParams string in such functions as osSetDynamicTextureData can
now be passed a comma seperated string of name value pairs which set the
width,height and alpha value of dynamic textures. e.g.
"height:512,width:2048,alpha:255"
Backward compatibility is still preserved so passing the old params of
either a string integer "256" "512" will still work in the same fashion as
will passing "setAlpha" on its own
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default'. It needs to be improved more.
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