| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
inventory
|
| |
|
|
|
|
|
|
| |
I stopped the looping issue on continous upgrade with this as well.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
* Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
assetserver issues.
|
|
|
|
|
|
|
|
| |
inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
|
|
|
|
|
| |
Note: only tested in grid mode, and emptying trash is still not implemented.
|
|
|
|
|
|
|
|
|
| |
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)
|
| |
|
|
|
|
|
|
| |
* There's still goofyness though, because other regions are denying child agent avatar.
* Still more debugging required.
|
|
|
|
| |
decoding (used by CAPS) works again.
|
|
|
|
|
| |
* 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.
|
|
|
|
|
| |
* Created converter constructors between sAgentCircuitData and AgentCircuitData
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 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)
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
fire twice
* started to refactored throttling method
* some code convention refactorings
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* This hasn't been tested in MSSQL mode, however it's been checked to make sure it doesn't cause any issues with mySQL/SQLlite
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
|
|
|
| |
explicit
|
|
|
|
|
|
| |
* To test, click the communicate button, then click the 'add' button and type a name. You will get a list of closely matching avatar names.
* Before this'll work on your sim in grid mode, the UGA needs to be updated. If it isn't updated, then you'll get a message on the sim console when searching like, 'got invalid queryid'.
|
|
|
|
|
| |
* Tagged Verbose("msg",...) as obsolete. Please use Verbose("AREA","msg",...) instead.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Added SSL Option to User Server to allow logins to be done via SSL.
* Added sane handling for when Remote Admin Plugin configuration is not found
* Added some performance boosts to an area of libTerrain which was highlighted in profiling.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
|
|
|
|
|
|
|
|
|
| |
SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
|
| |
|
|
|
|
| |
rezzing them in another region.
|
|
|
|
|
| |
a few other bits of refactoring.
|
|
|
|
|
|
|
|
| |
standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
|
| |
|
| |
|
|
|
|
| |
This also seems to fix the problem of Body parts not being persisted properly.
|