| Commit message (Collapse) | Author | Age | Files | Lines |
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subdirectory of bin instead of cluttering up your bin directory (Thanks CharlieO!)
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Thanks CharlieO!
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* I'm keeping it deactivated until some issues are resolved.
* I'm patching it in deactivated so the patch doesn't get outdated
* I've deactivated it by commenting out the handler for the application/xml+llsd content type.
* While I've tested this as much as possible on my setup and found the deactivated code doesn't cause any problems, consider this update experimental (event though it's deactivated)
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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This commit dedicated to 'Mohawk - Bad Girls (Need Love Too)'
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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the default OpenSimLibrary files. Additional library folders and items can be added in a separate
directory
and linked in by an entry to inventory/Libraries.xml
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* Don't forget to run prebuild
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inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
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that already has a root folder
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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However, even before these change the five textures moved
are not displaying (which is why default cubes are coming up as grey plywood unless you happen to have that texture cached). These
were working before so they must have broken in the last month. Might be something to do with the fact that these identify (using file
under linux) as jpeg2000 files, while all the other working textures identify simply as data.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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mantis:0000246
* Deletes the solution file from OpenSim.Gui
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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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resolving inventory problems
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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selection box
unless previously expanded in inventory.
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banlists.
* Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
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Works with LibSL rev>1532
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whether an asset was actually found or not
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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before CustomizeResponse is called (this one redundant).
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caused by other usermanager usage
This should stop the regular spurious messages in the grid user console
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the current NullReferenceException based one
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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Message to confirm inventory retrieval rather than simply
relying on the absence of a not found message.
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0000188: Clean up of some AssetCache.ProcessAssetQueue() code
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* The AssetServerBase is now responsible for dequeueing, the server implementations merely recieves ProcessRequest( AssetRequest req )
* Catchall added around queue processing thread so thread won't abort on exceptions.
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calls
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than 1500characters can cause looping crash.
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inventory
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Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
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notice of doom
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themsevles about an agent behind the agent's back.
* Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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