| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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route the permissions request through the existing CanEditScript() and CanEditNotecard() methods.
This implements the 'share with group' flag for notecards and scripts in prim inventory since the PermissionsModule checks group membership and permissions.
Other than that, the code in PermissionsModule duplicates the checks in LLClientView so there should be no change other than allowing group members to edit embedded notecards and scripts.
For all other asset types, the permission checking code in LLClientView continues to be used, pending refactoring of suitable permissions code
This means that 'share with group' will not yet work for prim inventory items other than notecards and scripts
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This allows you to load an oar without loading its assets. This is useful if you know that the required assets are already in the asset service, since loading without assets is quicker.
This option will become more useful when the ability to save oars without assets is added, which should happen fairly soon. At this point there will also be better documentation.
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the client's active group id
this resolves the earlier issue where notecards/scripts shared with group could only be edited if the user had that group active
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really don't need two methods doing the same thing, but differently.
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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.
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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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eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
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PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
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types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
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to use that stored value.
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* Performance improvement in the expensive GenerateClientFlags()
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Signed-off-by: Melanie <melanie@t-data.com>
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textures, etc.) were not being persisted to the database
this meant that the loaded settings would disappear after a restart
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into presence-refactor
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This brings presence-refactor up to master again
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System.EntryPointNotFoundException: CreateZStream save/load oar/iar issue by telling the user what the likely problem is
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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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.
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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Extend load oar test to check loading of a sound item
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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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Passes but not yet complete
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