| Commit message (Collapse) | Author | Age | Files | Lines |
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related to regionflags and capacity. I'm sorry, the object capacity that you dialed is not valid.. please check the number and dial again.
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The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
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* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
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* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
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Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
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* Initial implementation
* You'll only be able to seen green dots on regions on the map that have been updated.
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Thise were client supplied untrusted values we never used anyway.
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* refactoring
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old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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- Removed MapBlockData.Flags; it isn't used anywhere (maybe MapBlockData.RegionFlags replaced it?)
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- Implemented llMapDestination.
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Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
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* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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it was meant to. No functional changes, just better code
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perms module
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for inventory REST calls for the time being, as firefox, curl, and
also python's urllib2 cannot authenticate using digest auth.
fix permission checking for prim inventory to be the same as for
normal edit ops.
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* if a packet was really null it would be caught by the general exception handler at the top of the client thread, which would also provide more information and attempt a clean
shutdown
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startup (script startup doesn't count here)
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
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Read animation data from avataranimations.xml to allow default animations
to be started and stopped by name from scripts.
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* Force ClickAction persistence even if other object properties are not edited
* Thanks nlin!
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Fix unreachable code due to typo in llDetectedGroup.
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object property. Fix issue 2149.
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* Please don't break the build. *fingers crossed*
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