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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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Write bare bones unit test for region setting loads
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Signed-off-by: Melanie <melanie@t-data.com>
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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data storage paradigm of the friends list and avoid repeated, unneccessary
fetches of the entire friends list.
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This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
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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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the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
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appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
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* HG is seriously broken here
* Compiles. Untested.
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obsolete. Didn't delete it yet to avoid merge conflicts later -- want to stay out of core as much as possible.
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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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