| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
|
| |
| |
| |
| |
| |
| | |
When this switch is used, iar folders are merged with existing same-name user inventory folders.
This makes it a little easier to back and restore entire individual user inventories, among other things
Added unit test to check behaviour
|
| |
| |
| |
| |
| |
| |
| | |
Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
user's inventory in foreign grids.
|
|/
|
|
| |
access to Notecards in user's inventory.
|
|
|
|
| |
may be causing the infinite loop, not sure.
|
|
|
|
| |
xinventory is the folder "My Inventory". Also changed the Suitcase folder name to "My Suitcase".
|
|
|
|
| |
comments in InventoryAccessModule.
|
|
|
|
| |
neighbours.
|
| |
|
|
|
|
| |
* Cleaned up NewUserConnection.
|
| |
|
|
|
|
| |
list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
|
|
|
|
|
| |
* Deleted redundant migration for assets in SQLite
* Rewrote XInventory migrations in SQLite in the new style
|
|
|
|
| |
* Bug fix in TPs across neighboring regions: bug was introduced when getting rid of crashed sessions.
|
| |
|
|
|
|
|
|
| |
Some other stuff snuck in.
This reverts commit 4cc533e7ad94d148351c16f48afd2a688a64c48a.
|
|
|
|
| |
important stuff off screen too fast
|
|
|
|
| |
attachments
|
|
|
|
|
|
| |
foreign grids.
* Added missing config in StandaloneHypergrid.ini
|
|
|
|
|
|
| |
home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
|
|
|
|
|
|
| |
on TPs and crossings.
(XmlRpcGroups files want to be committed too)
|
| |
|
|
|
|
|
|
| |
is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
|
|
|
|
|
|
| |
issues with permissions.
(looks like my commit is going to touch CM files, I'm going to let it do it - eof only)
|
|
|
|
| |
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
|
|
|
|
|
|
| |
types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
|
| |
|
|
|
|
|
|
|
|
| |
root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
|
| |
|
|
|
|
|
|
|
| |
InternalEndPoint.Port). This class is complex enough as it is
* Changed the failed to inform neighbor message from a warning to info, since this will fire for every empty neighbor space
* Made the EnableSimulator/EstablishAgentCommunication log message more verbose and more clear about what is happening
|
| |
|
|
|
|
| |
CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
|
|\ |
|
| |
| |
| |
| |
| |
| | |
These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
|
|\ \
| |/
| |
| |
| | |
This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
|
| | |
|
| |
| |
| |
| | |
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
| |
| |
| | |
full, namespace qualified version.
|
| | |
|
| |
| |
| |
| | |
* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
|
| |
| |
| |
| | |
* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
|
| | |
|
| | |
|
| | |
|