| Commit message (Collapse) | Author | Files | Lines |
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sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
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* When I removed the hard coding for the http port last night, I foolishly assumed standalone would be okay :)
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This takes us down to 15 compiler warnings on a VS2005 C# build.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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non-home regions
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
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Life About box when using non-ASCII encodings (bug #769).
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inventory (again)
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)
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* Fixed a compile error.
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* Reduce 'asset not found' console debug spam
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thanks Grumly57.
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the texture queue
* This is in order to identify whether it is these which are somehow causing the massive texture packet bloat,
* since this is the only other packet put on to that queue other than the TextureSender ones
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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to more appropriate names consistent with use.
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ClientView triggers OnClose event before flushing packetqueue.
Thank sAhzzmandius!
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appropriate names consistent with their use.
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appropriate names consisten with their use.
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appropriate names consistent with their user.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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appropriate names consistent with their use.
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to more meaningful names starting from the end and
working backwards.
handler094 -> handlerRequestAsset
handler093 -> handlerPacketStats
handler092 -> handlerGodKickUser
handler091 -> handlerUpdatePrimGroupRotation
handler090 -> handlerUpdatePrimRotation
Others to come shortly.
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asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
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ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
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is being closed.
DisableSimulatorPacket now skips the packet throttles
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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to avoid race conditions.
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* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
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clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
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