| Commit message (Collapse) | Author | Age | Files | Lines |
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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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issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
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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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to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
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As a consequence, restarting sims in the same process instance now shows them when they come back up in grid mode and standalone mode.
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working on grid mode, however. It doesn't break anything, but that feature doesn't work in grid mode yet either.
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to if their logon region is down. Known good region, sort of.
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the estate tools.
* The sims properly restart, however they don't yet notify the existing avatars that they are up. To see the sim again, you'll need to log-out and back in until I can figure out how to get the proper data to the sims and to the avatar so they reconnect again.
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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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* Tweaked some esoteric throttle settings
* Removed AgentThrottle from the unsupported packet list.
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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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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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and it is the most often tickled part of this race condition.
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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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IGridServices.DeregisterRegion() method needs implementing for grid mode.
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OpenSim.ini.example **
* Now moved region storage from region to application, so we have one storage per application, instead of one per region.
* Changed so that the region store providers use connectionstrings, not filenames
* Removed various unfit fields and properties (call me Darwin)
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* Made startup a little bit more forgiving on dll load
* Minor renamings and musings
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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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cache to fix it.
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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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code to LoginResponse).
And as a test each user signing in will get the test account ("Mr OpenSim") as a friend (online/offline status will not currently show up)
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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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correctly
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simultaneously. (queues)
* This is a temporary fix to prevent an issue with adjohn reported when attempting to login large numbers of users in a short period of time.
* A rewritten login service is on the cards.
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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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* AssetCache now ignores duplicate uploads
* some m_ refactoring
* ignored some bins
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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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