| Commit message (Collapse) | Author | Age | Files | Lines |
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* Added Locking while the Copy is taking place.
* Added an error message to describe what's actually happening.
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functions for the different datastore interfaces for Land Objects.
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before CustomizeResponse is called (this one redundant).
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works, but the actual ban lines, etc are not done.
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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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* 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.
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reuse packets)
* some work on encapsulation, code convention compliance and beautification.
* also, some ignores
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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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* Adding namesetting to Create
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* Did some voodoo math on the sim FPS to make the values 0-50
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see bug 169
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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inventory
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I stopped the looping issue on continous upgrade with this as well.
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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
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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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misc cleanup and code convention fixes.
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* 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.
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This corrects an off by one mistake in my previous patch - with this patch
the user root inventory folder should once again be correctly returned
under sqlite.
This was done correctly for mysql and mssql, my only (feeble) defence is
that with sqlite the code was a little different and I was eliminating
clauses rather than slightly modifying them.
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* Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
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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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assetserver issues.
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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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Note: only tested in grid mode, and emptying trash is still not implemented.
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no root folder is found and it makes the user server wait longer for the
inventory server to do its work.
From Justin Casey (IBM)
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* There's still goofyness though, because other regions are denying child agent avatar.
* Still more debugging required.
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decoding (used by CAPS) works again.
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* This isn't really that big of a deal(worth lots of commits) doing this, however I'm doing it in small chunks because I'm multi-tasking.
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* Created converter constructors between sAgentCircuitData and AgentCircuitData
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* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
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me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
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