| Commit message (Collapse) | Author | Age | Files | Lines |
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be created and will therefore be null in the finally clause. Therefore, only dispose of objects that are not null in the finally clause.
* fixes mantis #3848
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reporting problems.
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or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims.
This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
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the ball rolling on replacable modules. No user functionality yet
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Change all uses of the HttpServer properties to use the new singleton
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reside in the economy module was lost in the shuffle when that was moved
to forge. Now it's where it belongs.
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Attached is a patch that changes the oar file saving of creation date/time to an integer
instead of a string. I did this after justincc emailed me saying there is a problem
with internationalisation doing it the old way and I said I'd fix it. Its been
tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
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engine, caused by an "avatar infinite position" occurring under
heavy load.
- fixes "value too small" exception in ChatModule
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is only required when taing an object you don't own, now.
Fixes Mantis #3838
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connector and the glue code.
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or logoff. Regions come and go and we can't throw just because someone
took their region off the grid, or crashed.
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out which client connection has closed. So, in multi-region sims, things
can get messy fast.
This introduces a second parameters, which is a Scene object ref. Minor
adjustments to custom modules may be required due to this change.
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cache - Mantis #3819
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lowers Land
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* "luke, use the sed"
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making HGInventory (client access) work in standalone again. This is the refactoring of what was/is there, but done in the new model. Not complete yet, but key authentication works. It should be enough to make HGInventory work again soon.
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are now in CoreModules/ServiceConnectorsIn, where they belong.
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IGridServices, erroneously. Not sure when this is used, but now it is implemented in the new model of service connectors. Hopefully it works.
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objects, with changes:
- Set OwnerID = GroupID for deeded objects.
- Close a security loophole that would have allowed a user with deed rights in a group to deed ANY object to that group, even if it's not owned by them and/or not set to that group
- Set LastOwnerID correctly. Handle objects vs. prims correctly.
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Region/CoreModules/ServiceConnectorsOut. No functional changes.
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get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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http://opensimulator.org/mantis/view.php?id=3741 by disabling the loading of OAR creation information
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from AddRegion()
* This is necessary to avoid a dependency problem where LLStandaloneLoginModule references IInventoryService before the LocalInventoryServiceConnector is registered
* Correct some copypasta log messages in LocalInventoryServiceConnector
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don't accidentally go on to process them
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failing
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behavior, so they are still commented out.
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simulator. Only a couple left, not important. Also updated the login tests -- Justin, this time I was able to fix this by myself :)
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default
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this new inventory model.
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Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
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missing. Thank you mcortez!
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Applied with changes:
- removed spammy debug message
- corrected tab formatting
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This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
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