| Commit message (Collapse) | Author | Age | Files | Lines |
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Untested
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Exposes method to get media entry via IMoapModule
As yet untested.
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Other avatars can now see the webpages that you're navigating to.
The requirement for an initial prim click before the texture displayed has gone away.
Flash (e.g. YouTube) appears to work fine.
Still not persisting any media data so this all disappears on server restart
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this allows other avatars to see it, but still only after they've clicked on the face
still not handling navigation yet
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not yet persisted or sent in the update
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libopenmetaverse
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This allows the media texture to persist in memory - logging in and out will redisplay it (after a click) though navigation will be lost
Next need to implement media uri on prim and delegate more incoming llsd parsing to libomv
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actually, this is probably wrong anyway if there's a default texture
it's going to be easier just to gather the object media updates and retain those in-memory now
but what the hell
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currently, for smoe reason the page only appears when you click a face.
also, actually navigating anywhere always snaps you back to the google search box, for some unknown reason
you can still change the url and normal navigation will work again
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Not sure if these are correct, but just supplying these to the viewer is enough to allow it to put media textures on prims (previously the icons were greyed out).
This is not yet persisted even in-memory, so no other avatars will see it yet.
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directly from the Region Info (and the region ini file)
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This reverts commit 5ce119174e03715bfc61f7864bd3e7182c5d21ea.
This change led to infinite timeout since the expected number of assets no longer matched requests.
Rather than introduce yet fresh bugs with another fix, just revert this since the inaccurate report is just inconvenient
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that no longer reflect actual conditions
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it is JPEG2000 compressed
* Aesthetically improved map tile water
* SimianGrid connector now uploads a PNG tile to the AddMapTile API
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easily configured for test purposes
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ArchiveHelpers
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successfully adding an object rather than true, in defiance of its method documentation
This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
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reused in both tests and oar code
reduction in checking is outweighed by greater test clarity
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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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stored in regionsettings. Upon generation of a new tile image, the old one is deleted. Tested for SQLite and MySql standalone.
* Fixed small bug with map search where the local sim regions weren't found.
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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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the dialog module. Convert it to an event on the estate module interface.
The old implementation did the same as message to region, a button that
is right next to it on the UI. This implementation prevented people from
adding a more sane one in a module.
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changes to estate settings
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helper into Scene, since that is less evil than exposing m_storageManager
to the public.
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remoteClient.SendMapBlock(blocks, 0);
to
remoteClient.SendMapBlock(blocks, 2);
in OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
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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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