| Commit message (Collapse) | Author | Age | Files | Lines |
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OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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override the default method of calculating how many prims a parcel can have.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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that creates the event handler chain ready to hook by script engines
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
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half tiny amount implemented.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
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* Down to 65 warnings.
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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From Melanie... Thanks Melanie!
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Properties.
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
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* Increased compiler warnings by a whoppingly large number.
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
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set vel, acc, and rvel in the packet (though this isn't done yet).
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The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
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instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
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the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
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visible features.
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libsecondlife.packets
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* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
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allowed!
*Started cleaning up the land module
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does not regenerate until you're dead!
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UDPServer and replaced with IClientNetworkServer.
* This should, in theory, let us make new servers with different protocols very easily (rather than the challenge we would have faced before).
* BREAKS LoadBalancing module for the moment.
* Commit 1/3 - Please dont attempt to update to this revision until all 3 are in.
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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* Added new generic "Location" class to handle 2D integer locations. Going to use it to replace all RegionHandle and X,Y coordinate references throughout the entire project. You have been warned.
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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I need them to be for attachments.
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inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
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