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This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
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configurable. Previously, estate managers could enter god mode, but would
not have any powers. Now estate managers can enter god mode only if this
option is true, and then will have real god powers.
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Signed-off-by: Melanie <melanie@t-data.com>
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Passes but not yet complete
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Write bare bones unit test for region setting loads
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logins disabled until enabled from the console. Add the AccessModule (WIP)
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will be honored now, while allowed groups will not. This requires additional
groups module integration work
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god mode. Allow god modification of objects if the object owner is the
same god that wants to modify, this allows you to regain perms on your
own objects after IAR import messed them up.
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admin plugin
See http://opensimulator.org/mantis/view.php?id=4418
Thanks StrawberryFride
See
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formats. Specifically: . bmp, .raw, .r32 & .r64. (in ascending order of precision)
* It uses file length as the detection routine (as each of these formats has a distinct size in bytes for a 256x256 array.) - more formats should be possible to add.
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See http://opensimulator.org/mantis/view.php?id=3999
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directly from urls
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An oar can now be merged with existing region contents by using the --merge option
For example, load oar --merge my.oar
Existing terrain, region settings and parcel data is left in place when an oar is merged.
See http://opensimulator.org/wiki/OpenSim_Archives#Usage for more information
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command line parsing
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streams even if there has been an error
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unfortunately, these commands cannot yet be properly relocated to the region modules due to deficiencies in the region module infrastructure
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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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unknown asset type, and log an error if it ever does happen
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friends module instead of requesting the entire friends list over the
network each time a prim is touched.
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Replace the integer compares with proper bitflags checking from libOMV.
Friends rights are now functional.
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Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
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avoiding locking and copying the list each time it is accessed
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which is right
* Fix WorldMapModule.process() to not trip the watchdog timer
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use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
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Util.FireAndForget()
* Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
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* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
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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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This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
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is about half of the code base reviewed.
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* Check for null SP in PermissionsModule.
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