| Commit message (Collapse) | Author | Age | Files | Lines |
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is in the land management module today
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parcels from the OAR.
The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one.
Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
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Also properly insert region name in "land clear" command
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This clears all parcels from the currently selected region and replaces them with the single region spanning default parcel owned by the estate owner
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of merged.
The --merge switch will still merge the old and new land parcelling.
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selected region/s
This is useful for diagnostics. The command is "land show" rather than "show land" because it's implemented as a module specific subcommand.
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properly
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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instead of pushing all avatars, even the ones that are allowed.
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modules need to see it (Search!) even if it comes in via CAPS
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on IDwellModule
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properly for the new media settings.
Signed-off-by: Melanie <melanie@t-data.com>
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in LM info. Maturity is NOT the parcel's setting, that is only for the
image and text. Parcel maturity is governed by region maturity.
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directly from the Region Info (and the region ini file)
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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sale and reclaim.
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land is reclaimed, reset it's for sale flags so it can't be bought again right
away.
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really don't need two methods doing the same thing, but differently.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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Signed-off-by: Melanie <melanie@t-data.com>
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appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
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* Moves the mono_metadata_token_from_dor message to a different module on loading.
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methods. Let's see if this avoids a mono bug that is making megaregions not work in mono. Long shot, but worth a try.
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fixes problems when group owned land was abandoned by the land owner or reclaimed by the estate manager or by god.
Beside that this new patch makes it possible, that users can buy land directly for a group, if the buyer has the required permissions.
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This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
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RegionLoaded() a two line function
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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)
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* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
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objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
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is about half of the code base reviewed.
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