| Commit message (Collapse) | Author | Files | Lines |
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hierarchical rights structure. MasterAvatar: Owner of the region server
(may be null), net gods (users with GodLevel 200), Estate owner
(from database). Look at Opensim.ini.example to enable net gods.
Estate owner will default to master avatar.
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estate owner user the ability to add and remove estate managers,
and have EM rights outside of that.
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Forces the landmark and menu flags to be always set, like in previous
releases. This will cause the parcel based restriction on setting
landmarks to have no effect, until it is implemented properly
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Adds the new access semantics and the new flag (allow only age verified)
Plumbs in the abuse email address from sim to viewer. The other way around,
libomv appears to be lacking support for the data field in the packet.
Includes a migration, run prebuild!
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Fix a regression that caused the region settings not to save.
Still no SQLite support for region settings. MySQL now functional.
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
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No longer teleports an agent home unless their root agent is being banned.
Visual blocking is still in effect.
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Returns true whenever the LLUUID references a user who is either an EM or
the region owner.
Please note that ownership is region-scoped, while EM is estate-scoped.
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
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* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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permissions modules. From Melanie. Thanks Melanie!
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the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
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allowed!
*Started cleaning up the land module
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(this took a while to run).
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* Implements Teleport One Agent Home
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* Fixes an estate naming issue
* Fixes a land issue with the landobject not reporting the proper parcel prim.
* A few other tweaks.
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* Sets the default estate parentID to 1.. which means that all regions are treated like private estates in the client as opposed to Linden Mainland. (no space server hiccup message). If that message annoys you and you want to get rid of it, set your parentEstateID to 1.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
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settings.
Also added exception handling if string->float conversion still should fail for some reason.
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card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
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using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
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estate managers.
* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
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