| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
not fully tested)
|
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
| |
| |
| |
| | |
shout-range, at the request of Singularity dev Liru-Dargon
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
hear chat from their source region for some time after teleport completion.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
|
| |
| |
| |
| |
| |
| | |
on different simulators work.
Also resolves an issue of multiple chatting if the originating simulators had more than one region and they were neighbours
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
| |
| |
| |
| | |
neighbouring regions are in range.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
|
| |
| |
| |
| |
| |
| |
| | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |
| |
| |
| | |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
|
| |
| |
| |
| |
| |
| | |
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
|
| |
| |
| |
| |
| |
| | |
This is to improve the migration of scripts that expect a 20m say distance.
If you want to keep a 30m say distance then please set this as the say_distance parameter in the [Chat] section of OpenSim.ini.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
This allows non public/debug region wide messages to be sent to scripts but not be broadast to avatars
|
| |
| |
| |
| | |
show it!
|
| |
| |
| |
| | |
were muted, too.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| | |
Fixes a bug where the viewer didn't recieve the uuid of a chat broadcasting object
Thanks crystalsgalicia!
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
chat module
|
| |
| |
| |
| | |
help information
|
| |
| |
| |
| | |
(disabled by default, config entry admin_prefix)
|
|/ |
|
|
|
|
|
|
|
|
| |
so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
|
| |
|
| |
|
|
|
|
|
|
| |
the ball rolling on replacable modules. No user functionality yet
|
|
|
|
|
|
|
| |
engine, caused by an "avatar infinite position" occurring under
heavy load.
- fixes "value too small" exception in ChatModule
|
|
|
|
| |
LICENSE.txt.
|
| |
|