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http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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cover a potential nullref
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spwan point positioning on rotated telehubs.
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additional redundant information.
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This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
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Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
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Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
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Back out some of the oar monitoring for the time being. Need to find a better way to get feedback. Will re-visit this soon.
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OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script.
Doing this in every script is unnecessary since the event trigger is parameterized by the item id.
All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException.
Registration moved to UrlModule so that the handler is registered for all script engine implementations.
This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
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Move some added fuctions out of core into the addon module to keep things clean
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location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
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for proper work of HG friends.
See http://opensimulator.org/mantis/view.php?id=5847
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rather than halting the IAR load with an exception.
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loading an archive. This does add an extra roundtrip to the asset
server if loading new assets but it protects against overwriting
(and potentially corrupting) existing assets.
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(r/17672)
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decoded, instead of just success/failure
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JPEG2000 decode of an asset
For debugging purposes.
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texture ids were available for the rebake request
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from the server end.
This is not as useful as it sounds, since you can only request rebakes for texture IDs already received.
In other words, if the viewer has never sent the server this information (which happens quite often) then it will have no effect.
Nonetheless, this is useful for diagnostic/debugging purposes.
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This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
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image manager (udp texture fetch). No significant functional changes.
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Update basic profile to use the replaceable interface, making configuration less error-prone. Add support to query avatar's home user account and profile service for regions usng the updated OpenProfileModule with Hypergrid.
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hunting. No functional changes.
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Thanks "sendapatch" for fixes to llHTTPRequest status reporting.
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region Scenes and Modules. Changed existing modules to use it instead of assuming that foreign = null account.
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on get_agent_home in UAS.
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understood by AVN v0.3
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into a region that does not exist. This is particularly problematic for
physical objects where the velocity continues to move them out of the
region causing an infinite number of failed region crossings. The patch
forces an object that fails a crossing to be non-physical and moves it
back into the starting region.
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passing the entire agent with attachs in one big message we don't necessarily need to wait for confirmation. The callback sometimes is problematic and it adds delay to the process. (2) Z velocity sent to the viewer = 0. This is an heuristic; the Z velocity usually is negative, and it makes the viewer move the avie down. This only matters while the agent is in transit and therefore not being physically simulated by neither region. As soon as the receiving region receives CompleteMovement from the viewer, the position and velocity get corrected.
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after another thread had started it on QueueAppearanceSave() or *Send()
However, the window for this race is very small, and the next queued appearance save or send would restart the timer anyway.
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AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
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