| Commit message (Collapse) | Author | Age | Files | Lines |
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a couple of minutes that should fix that.
Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule.
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
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properties window
From Justin Casey (IBM)
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that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
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LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications).
Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
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sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
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the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
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network throttle settings but does sanity checks to avoid too little(nothing gets sent) or too much(the sim crashes) data.
* Consider this experimental.. however, it looks very promising.
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* Added a support function to InnerScene to calculate the distance between two vectors.
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This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
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IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
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hover your mouse over prim with the object name, description, ownerid.. etc.
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next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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* All thanks to unimplemented packet listing :D
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and alpha argument of the llSetText command.
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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
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calculation logic into a module
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* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client
* Fixed SendOwnWearables to always operate on self, as that's what it does
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velocity.
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Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
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