| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
|
|
|
|
| |
the same OpenSim Instance.
|
|
|
|
|
|
|
| |
above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
|
|
|
|
|
|
|
| |
packets are now
recycled to improve performance and memory usage.
|
|
|
|
|
|
|
|
|
| |
* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
|
|
|
|
|
|
|
| |
inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
| |
* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
|
|
|
|
|
|
|
|
| |
* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
|
|
|
|
|
|
|
|
|
|
| |
inventory descendents packet which exceeds a certain size is not being received by the client due
to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
|
|
|
|
|
|
|
|
|
|
| |
attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
|
| |
|
| |
|
|
|
|
| |
spew in the debug when land was selected
|
|
|
|
|
|
|
|
| |
selection box
unless previously expanded in inventory.
|
|
|
|
|
|
|
|
|
| |
* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
|
| |
|
|
|
|
| |
null objects?)
|
|
|
|
| |
Works with LibSL rev>1532
|
|
|
|
|
|
|
| |
* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
|
|
|
|
|
|
|
| |
* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
|
|
|
|
|
|
|
|
|
| |
on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
|
|
|
|
|
|
| |
* Added Locking while the Copy is taking place.
* Added an error message to describe what's actually happening.
|
|
|
|
| |
works, but the actual ban lines, etc are not done.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
| |
reuse packets)
* some work on encapsulation, code convention compliance and beautification.
* also, some ignores
|
|
|
|
|
|
|
|
| |
subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
|
| |
|
|
|
|
| |
to handle starting/stopping of the typing animation.
|
| |
|
| |
|
|
|
|
|
|
|
| |
cause a different synchronization issue in other
shutdown routines, though I'm not sure why
|
| |
|
|
|
|
|
|
| |
and properties to the top of the class definition.
|
| |
|
|
|
|
| |
inventory
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
of the Packet to set the throttles
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
|
|
|
|
|
|
|
| |
of people, but is enough of a change that more should try it out. This
removes 500 lines from ClientView.cs in the process.
|
| |
|
|
|
|
|
|
|
| |
* 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)
|
|
|
|
|
|
| |
on the packet queues.
|