| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
* Implements 'Teleport Home'
* User Server has to be updated for it to save your home in grid mode
* home position accuracy is in int because the grid comms ExpectUser method tries to convert to Uint and crashes if it gets a float. Added a convert to decimal in ExpectUser but to avoid a breaking change with old revisions, kept the save value in int for now. Eventually it needs to be a float, but lets release another incremental version before doing that.
|
|
|
|
|
| |
* To make a landmark, you currently have to enable admin options in the advanced menu first. We're working on this.. however use the admin options solution in the mean time.
|
|
|
|
|
|
|
| |
This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag.
Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
|
|
|
|
|
|
|
| |
* Added license info to a few files it was missing from.
* Fleshed out the landbuy interfaces
* If you add '-helperuri http://127.0.0.1:9000/' to your list of parameters you tell the client to use when you start it up you can transfer ownership of parcels now in standalone. Structured gridmode requires a lot more work, see the documentation in the example money module. The example money module is not secure especially in standalone mode.
|
|
|
|
|
|
|
| |
* Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule.
* Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information.
* This also fleshes out the Economy API a bit more.
|
|
|
|
|
|
|
|
|
|
|
| |
item giving
* Now you can drag an object from your inventory and give it to another avatar
* !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it)
* Also, items for the receiving end up in their root folder rather than the objects folder
|
|
|
|
|
|
| |
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
|
|
|
|
|
|
|
|
|
|
| |
* This update breaks inter-region communications, sorry.
* You will need to run prebuild.
Next, the good;
* This update solves the unexpected binary element when Linux simulators inform windows simulators and vice versa. So Linux Simulators and Windows simulators are 100% compatible again.
* This update introduces an Integer in the prim crossing method to tell the receiving simulator which XML method to use to load the prim that crossed the border. If the receiving prim doesn't support the method, the prim crossing fails and no prims are lost.
That being said, it's best to update all your simulators to this revision at once.
|
| |
|
| |
|
|
|
|
|
| |
* Fixed a compile error.
|
|
|
|
| |
thanks Grumly57.
|
|
|
|
| |
support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
|
|
|
|
|
|
| |
* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
|
|
|
|
|
|
|
|
| |
ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
|
| |
|
|
|
|
| |
Groups Module, made it shared to save on threads.
|
|
|
|
|
|
| |
to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
|
| |
|
|
|
|
|
|
|
|
| |
in ClientView
* Changed some uint constants to Enum values
|
|
|
|
|
|
| |
* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
|
|
|
|
|
|
|
| |
llTriggerSound, llPlaySound, llPreloadSound.
* Time to make music boxes?
|
| |
|
|
|
|
|
| |
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
|
|
|
|
| |
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
|
|
|
|
|
|
|
| |
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
|
|
|
|
| |
remote region should now fail gracefully if remote simulator is down.
|
|
|
|
|
|
|
| |
SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
|
|
|
|
|
|
|
| |
card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
|
|
|
|
| |
the person who sent the request, or (hippos) if it can't find it.
|
|
|
|
|
|
|
|
| |
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...
|
|
|
|
| |
the same OpenSim Instance.
|
|
|
|
|
|
|
| |
above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
|
|
|
|
|
|
|
| |
inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
selection box
unless previously expanded in inventory.
|
|
|
|
|
|
|
|
|
| |
* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
|
|
|
|
|
|
|
| |
* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
|
|
|
|
| |
works, but the actual ban lines, etc are not done.
|
|
|
|
|
|
|
| |
* Now sending South and East cords to the terrain editor..
* No new functionality from a user perspective
* Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
|
|
|
|
|
|
|
|
| |
reuse packets)
* some work on encapsulation, code convention compliance and beautification.
* also, some ignores
|
|
|
|
|
|
|
|
| |
subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
|
|
|
|
| |
inventory
|
|
|
|
|
|
|
|
|
| |
current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
notice of doom
|
|
|
|
|
| |
misc cleanup and code convention fixes.
|
|
|
|
|
|
|
|
|
| |
* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
|
|
|
|
|
|
|
|
| |
inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
|